Note the construct is a semi-reconstruct/semi-reincarnated mist giant (file available shortly).
Notes: The mist-giants lightning bow thingy still operates, although slightly differently. The energy does not "burn" as it passes through the conduit (ie the PC), but instead fatigues him slightly. Similar to combat fatigue, the pc receives one fatigue point per two levels. Fatigue effects are as spell fatigue (ie starting on light, and then going to medium heavy severe and mortal), but dissipate differently. Each round spent resting bestows one fatigue point. Fatigue points work somewhat like the combat & tactics version, each time the PC reduces itself to 0 fatigue points, it changes to the next lowest level. Note that no saving throws are required to remove fatiue, only the recovery of points through resting. Note that when on light or medium fatigue, the pc can do any action and still regain fatigue levels, while upon heavy or greater he must only walk, no attacks are possible (note that the PC may attack, however, he just receives no fatigue points back for that round).
Natural attacks by the construct (the pc) are standard (ie one er first per round), but however do 1d8 damage, plus strength bonuses. It can also headbutt for 1d10 damage, but should it do more than 8 damage (no strength is allowed), a saving throw vs death magic must be made with a +2 bonus, so the head does not fall off from the force of the blow.
Healing is performed much differently, using magical mend spells instead of healing spells. Each mending spell restores 1 hit point/caster level to the recipient, and may not come from the pc itself (ie the construct may not heal itself).
Limbs may be removed from the construct without harm, including the head. Note, however, any piece not attached (directly or indirectly) from the head itself cannot function, without outside help (certain pulleys and gears may be manipulated by other parties if need be). Limbs may be re-attached by anyone with clockwork engineering abilities, including the construct should he learn appropriate abilities.
There is a compartment in the "stomach" area of the construct to fit anything wished. It is roughly 3 ½ feet tall by two fet wide, and two feet deep. It can only be opened by will of the construct, or through manipulation of a small control box on its inside (should anyone foolishly be caught), providing the construct has relinquished panel control.
Food, water, and sleep do not effect the construct, but it must spend three hours every day in direct contact with the quasi-elemental plane of lightning, through a special internal conduit. During this time it cannot act, and is effectively "shut down", and nor can it be revived until this time is over. The energy provided by this time keeps the mental nodes and other internals in working order, but does not actually give power to all things. Sporadically, a large key in the rear of the body of the construct must be wound, similar to a clock. Unfortunately, due to variations in energy used, this time can vary from anything to a few days to a few hours under constant usage of abilities (such as throwing around a small mountain). This key collapses upon the back itself (folding of a sort, and able to be locked securely for turning when need be), and is covered by other plates of metal to protect it.
When the construct requires additional power of this sort, however, the key automatically dislodges itself, and the construct slumps (although it still stands if it was, though it does drop whatever it is holding) inactive until a round of turning has occurred. Note, however, it is difficult to turn, and requires longer times. Subtract the users strength from 19, and this is the amount of rounds needed to re-power the construct. Note it always requires at least one round, and never more than either, although beings less than man-sized must find ways to overcome their height disadvantage to turn the key, which may inadvertedly require more time.
The construct can, at will, lock any part of its anatomy into position. This is useful for holding weapons (ie it cannot drop them), holding up grates/grills, and other such things. It can support up to 2000 lbs of weight, in this way, if using its arms and legs. It can move its legs, but must keep its arms stationary to hold 1250lbs, and can use one arm only to support 750 lbs. It can carry, on its body or within its containment area, up to 500lbs of weight without hassle.
The constructs limbs, including waist and neck, can rotate 360 degrees, continuously if need be. The elbow and knee joints, however, still bend only one way, and the hip and arm joints suffer the normal restrictions of their natural cousins.
The construct stands 7'6 tall, and weighs close to 1200lbs. It has the following ability scores:
Strength:21Once per day the construct can release a lightning bolt, as per 6th level of ability. Unlike a normal lightning bolt, however, it relseases two bolts, each doing 3d6 damage, though they can strike the same person for a total of 6d6 damage. They have a range of 40 feet, and are 1 foot in diameter. Note, the range starts at the constructs hands, which must be connected to the main body to use this attack (should one hand be available, and the other detached, one bolt only is fired). No thac0 roll is required for this attack, and the bolt only pass through one being to another if they kill it (though they do full damage to the next creature if this is the case).
The construct has, upon its right arm, a retractable grappling hook This is attached to a length of cable, which is deep within the chest section (note if the right arm is removed, a failsafe disconnects this cable from the grappling hook). The hook, when fired, is attached to 100 foot of strong, steel cable, strong enough to carry an amount of weight, in addition to the construct itself, of 400 lbs. When this attack is made, the right arm opens up (a small door on the forearm specifically), and the grappling hook is raised and fired, using a weapon not unlike an arquebus. It does 1d10 damage, if applicable, and has a range of 100 feet.
Note there is room for improvement upon the construct, as there is much unused space inside. Other weapons, abilities, and or section may be added at later times with relative ease.
The construct feels no pain, but is aware of damages done to it, though it has no true sense of touch (it might not, for instance, feel a small creature climbing its back, or a small dart bounce of it). When any more than 10 points of damage is done to the construct with a single hit, a location must be rolled (as per the combat & tactics critical hit tables), and a saving throw vs death magic made. Failure indicates the disconnection of the appropriate area (if the centre is struck, it is unaffected unless 20 points of damage was done), including the head. Note that, as stated above, this may not severely affect the construct. If the head is removed, the body merely falls over or stops where it is, depending on the current action it is taking. Should the torso be effected, the limbs (and head) all fall off, rendering the construct effectively useless.
The construct has 120 foot infravision, and speaks through a specially charged semi-magical/semi-clockwork voicebox, within its head. Its face is dominated by a large, hrill like protector, which covers the mouth and some nose area. Its eyes are hidden behind a wide panel of one-sided mirror, darkened to almost black on the outside. It is unaffected by most gaze-attacks, such as the medusae or basilisks gaze, aswell as most blinding effects. Adjudication must be dealt with care in most instances, such as the priest spell blinding is usually thought not to effect the targets eyes, but instead make them believe they are blind. Note, however, the construct has no special ability versus illusions.
Note that the construct requires one litre of oil per month, to continue operation fully. This is what it bleeds if sufficiently damaged, and may require replenishment earlier in such instances.
The Construct receives 12 hit points, per level. This is not random, and is not affected by constitution, as it is relative to the way the construct handles itself, and additional armour placed upon it (although this is relatively small). The construct makes most saving throws as per its class, but does not require a second saving throw to avoid destruction, if it fails the first - instead it must deal with the problems described above.
Note that death for the construct comes in the form of total destruction of the head. The actual brain-section of the head is covered in 2' thick lead, including several strange gears and moving parts to allow interaction with the body. This lead covering provides a total immunity to mind effecting psionics, and grants a +4 save vs any mind effecting spell, be it priest or wizard.