Variant Constructor Prestige Classs

erian_7

First Post
I've got a fellow shooting for Constructor in my homegame and so started tweaking the PrC from WotC to fit my tastes. I haven't fully tweaked the Advanced Construction options yet, but worked everything else around to make the class more XPH/3.5 compatible and also make it unique (i.e. a psion can't mimic this just by taking a certain set of feats). One of the specific goals was to turn the class abilities from "bonus feat at X level" to actual class abilities. Any thoughts?

(Props to Mark Jindra and Scott Brocius, who created this class for The Mind's Eye entry at WotC.

Eric


Constructor
Hit Die: d4.

Requirements
To qualify to become a constructor, a character must fulfill all the following criteria.
Feats: Augment Construct*, Boost Construct.
Psionics: Able to manifest 3rd-level astral constructs.
* New (revised) feat, see below

Class Skills
The constructor's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Knowledge (psionics) (Int), Psicraft (Int), Spot (Wis), and Use Psionic Device (Cha).
Skill Points at Each Level: 4 + Int modifier.

Class Features
All of the following are class features of the constructor prestige class.

Weapon and Armor Proficiency: Constructors gain no proficiency with any weapon or armor.

Powers Known: Beginning at 2nd level, a constructor gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of constructor to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.
If a character had more than one manifesting class before he became a constructor, he must decide to which class he adds the new level of constructor for the purpose of determining power points per day, powers known, and manifester level.

Advanced Construction: Starting at 1st level, a constructor adds new options to the list of special abilities from which he can choose when manifesting astral constructs, gaining “points” with each constructor level with which to select these options. He adds new special abilities from the Advanced Construction Special Abilities table below at the cost of one Menu A option for 1 point, one Menu B option for 2 points, or 1 Menu C option for 4 points. After selection, the special ability is permanently added to the selection from which the constructor can choose when manifesting astral constructs. The constructor can elect to postpone selections until later levels, thus saving up points to select more expensive options.

Lasting Construct (Su): At 2nd level, all astral constructs manifested by the constructor are affected as if by the Extend Power feat, except that the constructor is not required to expend his psionic focus, and the power point cost of the power is not increased. This ability is similar to the Extend Power feat (see page 46 of the Expanded Psionics Handbook) and cannot be used the same round as the Extend Power feat.

Talented Construction (Su): Beginning at 3rd level, the constructor increases his effective manifester level by one when manifesting the astral construct power. The constructor increases his effective manifester level by two at 6th level and by three at 9th level. This ability works as if the constructor had the Overchannel and Talented feats (see pages 49 and 51 of the Expanded Psionics Handbook) with respect to the astral construct power, but will stack in situations that Overchannel would not (such as with the wilder’s wild surge ability) It cannot, however, be used the same round as the Overchannel feat.

Efficient Construction: The constructor manifests astral construct and astral tasker powers at a decreased cost. The number after the ability signifies the number of power points the cost is decreased by. For example, at 6th level, the cost is decreased by 2 power points. The minimum cost of manifesting is always 1 power point.

Combat Construction (Ex): The constructor gets a +4 bonus on Concentration checks made to manifest astral construct while on the defensive or while he is grappling or pinned. This ability works similarly to the Combat Manifestation feat (see page 44 of the Expanded Psionics Handbook). The +4 bonus from this ability stacks with that of the Combat Manifestation feat, granting a total of a +8 bonus on Concentration checks that deal with construct-related powers.

Ecto Manipulation: The constructor gains Ecto Manipulation as a bonus feat at 4th level if he doesn't already have it.

Superior Boost Construct (Su): The constructor can manifest astral constructs with additional special abilities as the Boost Construct feat (see page 43 of the Expanded Psionics Handbook). This ability stacks with that of the Boost Construct feat, granting one additional ability at 5th level and another at 8th level.

Compound Construction (Su): At 7th-level, the constructor can choose to create multiple constructs with a single manifestation of the astral construct power, at the expense of construct level. The constructor may create 1d3 astral constructs by decreasing the level of manifested astral constructs by 1 or may create 1d4+1 astral constructs by decreasing the level of manifested astral constructs by 2. The decrease in level does not decrease the power point cost of the power. For example, a constructor that could normally expend 7 power points to manifest a 4th-level astral construct may instead expend the same amount of power points to manifest 1d3 3rd-level astral constructs or 1d4+1 2nd-level constructs.

Quickened Construction (Su): The constructor can manifest astral construct as a swift action. The constructor can use this ability up to 5 times per day. This ability is similar to Quicken Power feat (see page 50 of the Expanded Psionics Handbook) but does not require the constructor to expend his psionic focus or increase the power point cost of the power. This ability cannot be used the same round as the Quicken Power feat.

The Constructor

Level...BAB...Fort...Ref...Will...Special.............................Powers Discovered

1........+0.....+0.....+0....+2....Advanced Construction +4...--

2........+1.....+0.....+0....+3....Advanced Construction +1...+1 existing
.........................................Extended Construction

3........+1.....+1.....+1....+3....Advanced Construction +1...+1 existing
.........................................Talented Construction 1
.........................................Efficient Construction 1

4........+2.....+1.....+1....+4....Advanced Construction +1...+1 existing
.........................................Combat Construction
.........................................Ecto Manipulation

5........+2.....+1.....+1....+4....Advanced Construction +1...+1 existing
.........................................Superior Boost Construct 2
6........+3.....+2.....+2....+5....Advanced Construction +1...+1 existing
.........................................Talented Construction 2
.........................................Efficient Construction 2

7........+3.....+2.....+2....+5....Advanced Construction +1...+1 existing
.........................................Compound Construction

8........+4.....+3.....+3....+6....Advanced Construction +1...+1 existing
.........................................Superior Boost Construct 3

9........+4.....+3.....+3....+6....Advanced Construction +1...+1 existing
.........................................Talented Construction 3
.........................................Efficient Construction 3

10.......+5.....+3.....+3....+7....Advanced Construction +1...--
.........................................Quickened Construction

Advanced Construction Special Abilities

Menu A
Brawn (Ex): Construct does an additional +1 point of damage on a successful melee attack. (Multiple selections stack, and you cannot select this ability more than 8 times.)

Claws (Ex): The construct has razor sharp claws. Attacks are now considered claw attacks instead of slams. Damage from these claw attacks is 1d8 + Strength modifier. The claw attacks are considered slashing or piercing weapons. The type is chosen when the construct is manifested. (If the construct has the extra arms ability, this ability must be chosen twice to affect both sets of arms.)

Dodge (Ex): The dodge extraordinary ability works as the Dodge feat, and though no prerequisites are required (Dex 13+), constructs do not get the benefits from the prerequisites, either.

Expertise (Ex): The expertise extraordinary ability works as the Expertise feat, and though no prerequisites are required (Int 13+), constructs do not get the benefits from the prerequisites, either.

Spiked Armor (Ex): The construct's body is covered in spikes. The spikes allow the construct to deal 1d6 points of piercing damage (x2 critical) with a successful trample, squeeze, bull rush, or grapple attack.

Menu B
Extra Arms (Ex): The construct has an additional set of arms and can make an additional attack with an attack bonus equal to its highest attack bonus -2. (A construct with squeeze or rend can use that ability with these arms, as well.) This ability cannot be chosen more than once.)

Great Cleave (Ex): The great cleave extraordinary ability works as the Great Cleave feat, and though no prerequisites are required (Str +13, Power Attack, Cleave, base attack bonus +4 or higher), constructs do not get the benefits from the prerequisites, either.

Reach (Ex): The construct's arms elongate, which increases its reach by 5 feet. (If the construct has the extra arms ability, this ability must be chosen twice to affect both sets of arms.)

Spike Volley (Ex): The construct can send forth a volley of 3 spikes as a standard action. This ranged attack has a range of 120 feet with no range increment. These spike attacks are treated as thrown weapons, so the construct's Strength bonus is applied to damage (see page 97 of the Player's Handbook for more on thrown weapons). Damage is 1d6 + Strength modifier per spike. The construct can use this attack up to three times. (The construct must have the spiked armor ability to use this attack.) This volley can be fired in any direction (including straight up) regardless of the direction the construct is facing.

Stunning Fist(Ex): The stunning fist extraordinary ability works as the Stunning Fist feat, and though no prerequisites are required (Dex 13+, Improved Unarmed Strike, Wis 13+, base attack bonus +8 or higher), constructs do not get the benefits from the prerequisites, either.

Menu C
Ectoplasmic Form (Sp): The construct manifests ectoplasmic form as a standard action.

Spike Flurry (Ex): The construct can send forth a hail of spikes as a standard action. The attack is a cone shape with a range of 60 feet. Anyone caught in the flurry is immediately struck by 2d4 spikes that deal 1d6 damage each. A successful Reflex save (DC 13) halves the damage. This attack can be used only once. (The construct must have the spiked armor ability to use this attack.)

Tail Slap (Ex): The construct has a tail and gains one additional slam attack with an attack bonus equal to its highest attack bonus -2, and it deals damage of 2d8 + 1.5 times its Strength modifier (A construct cannot have a tail if it has extra arms.)

Whitefire Aura (Ex): The entire surface of the construct radiates with an intense white-hot flame. Creatures within 5 feet of the construct take 5d4 points of fire damage. The fire ignites combustibles in the affected area. Once activated, the aura burns for a number of rounds equal to half of the construct's Hit Dice.

Revised Psionic Feats:

Augment Construct [Psionic]
Prerequisite: Boost Construct, Manifester level 2nd+.
Benefit: Astral constructs you create with the astral construct power gain +1 hit point per Hit Die and a +1 competence bonus on attack and damage rolls.

Ecto Manipulation [Psionic]
You can manifest a more powerful astral construct at the expense of flexibility.
Prerequisite: Manifester level 3rd+, Boost Construct.
Benefit: When you manifest an astral construct, you can trade in two abilities from the same menu for an ability from the next highest menu. For example when manifesting a 4th-level astral construct you can trade in two Menu B selections for a single Menu C selection.
 
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Just as a little point:

Augment Construct [Psionic]
Prerequisite: Boost Construct, Manifester level 2nd+.
Benefit: Astral constructs you create with the astral construct power gain +1 hit point per Hit Die and a +1 competence bonus on attack and damage rolls.

When your constructs are getting effectively d10+10 hit point increments, +1 hp isn't all that much. The +1 on attack and damage is good, though. That's worth the price of admission.
 

Dinkeldog said:
Just as a little point:

Augment Construct [Psionic]
Prerequisite: Boost Construct, Manifester level 2nd+.
Benefit: Astral constructs you create with the astral construct power gain +1 hit point per Hit Die and a +1 competence bonus on attack and damage rolls.

When your constructs are getting effectively d10+10 hit point increments, +1 hp isn't all that much. The +1 on attack and damage is good, though. That's worth the price of admission.

Yeah, that's just a straight port from the original Augment Construction feat by Bruce Cordell (Dragon #287 and the "Expand Your Mind" Mind's Eye entry at Wotc). That's likely one reason it didn't make it into the XPH. It strikes me as one of those "not so great but gets me to a greater goal" feats.

I'm actually thinking about swithcing it over to the "+4 enhancement to Str/Con" like one wold get with Augment Summoning. That keeps the feat more in line with Core rules anyway.

Eric
 

erian_7 said:
Wow, now that's a lot of options! I'll dig through there and see what's what...

You're welcome. Keep the limitations of each type in mind when looking over the options... Fire damage is always higher than other types, Sonic and Acid are the most "expensive" per point of damage, things which don't get a lot of attacks (no "extra arms" options) get better attacks, etc.

What's balanced for one type might NOT be balanced for another.

-- N
 

In our game we made Augment Construction +4 to Strength, +2 to fortitude saves, and +2 hit points per hit die. Effectively +4 to strength and con, except that constructs don't get Con. It seems to be working ok, although constructs already get a lot of hit points, so the +2 per die comes close to being too much. The DM and other players don't seem to mind though, so I'm not going to complain either. :)
 

erian_7 said:
Yeah, that's just a straight port from the original Augment Construction feat by Bruce Cordell (Dragon #287 and the "Expand Your Mind" Mind's Eye entry at Wotc). That's likely one reason it didn't make it into the XPH. It strikes me as one of those "not so great but gets me to a greater goal" feats.

I'm actually thinking about swithcing it over to the "+4 enhancement to Str/Con" like one wold get with Augment Summoning. That keeps the feat more in line with Core rules anyway.

Eric

I like the +4 to Str, +2 hp/die. That seems decent. Do you think it should require at least psionic focus, if not expending focus?
 

Dinkeldog said:
I like the +4 to Str, +2 hp/die. That seems decent. Do you think it should require at least psionic focus, if not expending focus?


My initial thought was yes, in keeping with the metapsionic feats. However, Augment Summoning (which this is obviously based around) is actually a General feat. As such, I left expending the focus and increasing PP cost off. However, I do think requiring the character to be psionically focused is in line.

Here's what we'd have with the modifications discussed so far:

AUGMENT CONSTRUCT [PSIONIC]
Prerequisite: Boost Construct, Manifester level 2nd+.
Benefit: You must be psionically focused to use this feat. Each astral construct you manifest gains a +4 enhancement bonus to Strength, a +2 bonus to fortitude saves, and +2 hit points per Hit Die for the duration of the manifested power.
 

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