Greatfrito
First Post
Anywho, here's a new construct for psionic crafters ('cuase having just one available for the feat seems to be a joke to me).
Things that I'm really looking for comments on would be a guess at CR and any other special power effects besides "Dismiss Ectoplasm". Thanks.
Ectoplasmic Golem
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Large Construct
Hit Dice: 11d10+30 (90hp)
Initiative: +0
Speed: 20ft. (4 squares)
Armor Class: 25 (-1 size, +16 natural), touch 9, flat-footed 25
Base Attack/Grapple: +8/+19
Attack: Slam +14 melee (2d10+7)
Full Attack: 2 Slams +14 melee (2d10+7)
Space/Reach: 10ft./10ft.
Special Attacks: --
Special Qualities: construct traits, damage reduction 10/adamantine and deep crystal, darkvision 60ft., ectoplasmic seepage, fast healing 2, immunity to psionics, low-light vision
Saves: Fort+3, Refl+3, Will+3
Abilities: Str 25, Dex 10, Con -, Int -, Wis 11, Cha 1
Skills: --
Feats: --
Environment: Any
Organization: Solitary or gang(2-4)
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 12-18 HD(Large), 19-33 HD(Huge)
Level Adjustment: --
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"This creature stands 10 feet tall and is shaped like a fully armored humanoid. Cruelly carved crystal armor plates are connected by ectoplasm which seems to flow like a liquid."
An Ectoplasmic Golem is about 9-1/2 feet tall and wieghs around 2,000 pounds. Its body is composed of raw ectoplasm and large crystal plates.
These golems are powerful companions to many psionic creatures and characters, serving as guardians or bodyguards. The crystal plating serves as both an armor and a casing for the ectoplasm that is the golem, and if it is destroyed, the creature loses shape and falls apart. Occasionally portions of this raw ectoplasm are seperated from the golem as a whole. Though this causes no additional damage, it does temporarily result in the creation of an Astral Construct.
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**Combat**
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An ectoplasmic golem does nothing without explicit orders from its creator. It follows instructions literally and is incapable of any strategy or tactics. Ectoplasmic Golems don't use weapons, even if ordered to, but always strike with their fists.
An ectoplasmic golem's creator can command it if the golem is within 60 feet and can see and here its creator. If uncommanded, an ectoplasmic golem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. Its creator can give an ectoplasmic golem a simple command to govern its actions in his or her absence, such as "Remain in this area and attack all creatures that enter."
**Ectoplasmic Seepage(Ex)**: The ectoplasmic golem occasionally leaks out some of its extra ectoplasm when it enters combat. This ectoplasm often animates through the powers that are imbued into the golem itself, although the so-animated creatures are always short-lived. After at least one round of combat the golem can leak out enough ectoplasm for one Astral Construct IV, Two Astral Construct II's, or Four Astral Construct I's once per day. These constructs animate on the round after the ectoplasm leaks from the golem and form in spaces adjacent to where the golem was on the last turn. They last for seven rounds or until destroyed. The constructs engage whatever enemies are nearby when they form. Each construct has abilities chosen at random from the abilities lists.
**Immunity to Psionics(Ex)**: Ectoplasmic Golems completely resist psionic (and magical, with psionics-magic equallity) effects and abilites except for the following:
-A "Dismiss Ectoplasm" power manifested on an ectoplasmic golem deals 3d10 damage and inflicts a -4 penalty to Str for 3 rounds. An ectoplasmic golem gets no save against "Dismiss Ectoplasm".
-Any power or ability that would send a creature back to its home plane (for example, "Banishment") prevents the golem from drawing fresh ectoplasm into itself, stopping its fast healing ability for 1 minute.
Things that I'm really looking for comments on would be a guess at CR and any other special power effects besides "Dismiss Ectoplasm". Thanks.
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