Greatfrito
First Post
Okay, if you haven't seen the first few constructs, then man, have you been missing out (joking... joking... okay, no I wasn't, you were missing out). Good news is, there's a new one (scroll down, it's a lot, but the new one is in bold), and it's quite a bit different than other constructs... trust me.
Bad news is that I still don't have any idea for pricing and/or creation specs on any of these things. Any help with that would be appreciated.
(Oh, and note that I've added the Ectoplasmic Golem on too, just for the purpose of trying to come up with creation costs/requirements.)
[Edit: Added Ectoplasmic Golem for pricing purposes, and a new construct, the "Manufacturer Swarm". See last post for details.]
Bad news is that I still don't have any idea for pricing and/or creation specs on any of these things. Any help with that would be appreciated.
(Oh, and note that I've added the Ectoplasmic Golem on too, just for the purpose of trying to come up with creation costs/requirements.)
Ectoplasmic Golem
-----------------------------------
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: --
------------------------------------
"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.
**********
**Combat**
**********
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.
Plate Sentinel
-----------------------------------
Medium Construct
Hit Dice: 6d10+20 (53hp)
Initiative: +4
Speed: 30ft.
Armor Class: 20 (+8 Natural, +2 Dex), touch 12, flat-footed 18
Base Attack/Grapple: +4/+15*
Attack: Slam +7 (1d8+3)
Full Attack: 2 Slams +7/+7 (1d8+3)
Space/Reach: 5ft./5ft.
Special Attacks: Ectoplasmic Grasp
Special Qualities: construct traits, damage reduction 10/adamantine or deep crystal, darkvision 60ft., immunity to psionics, low-light vision
Saves: Fort+2, Refl+6, Will+2
Abilities: Str 16, Dex 14, Con -, Int -, Wis 11, Cha 1
Skills: --
Feats: --
Environment: Any
Organization: Solitary, gang(2-4), or squad(5-10)
Challenge Rating: 5 (until further testing)
Treasure: None
Alignment: Always Neutral
Advancement: 7-10 HD(Medium), 11-15 HD(Large)
Level Adjustment: --
-----------------------------------
"The creature is sleek and rounded, and looks to be made entirely of close-fitting crystal armor plates. These are light enough to make a very agile, and very destructive creature. It has no face, just a dark circle in its torso between its shoulders. The arms are large crystal cylinders with small holes in the ends from which tiny amounts of ectoplasm drip."
A Plate Sentinel is about 6 feet tall, and weighs about 800 pounds. Like the larger Ectoplasmic Golem, the Plate Sentinel is formed only of crystal pieces and ectoplasm, though the pieces of armor fit together much better, forming a solid shell with only two openings to the internal resevoir of ectoplasm - one on the end of each arm.
These golems serve as light guards and hunters in combat. They are very good for peaceful takedowns and captures too. Often an important psionic character will have several Plate Sentinels with him when it is impractical to have an Ectoplasmic Golem. When destroyed, the crystal shell falls apart, and the internal ectoplasm quickly leaks out and dissipates.
**********
**Combat**
**********
A plate sentinel does nothing without explicit orders from its creator. It follows instructions literally and is incapable of any strategy or tactics. Plate Sentinels don't use weapons, even if ordered to, but always strike with their fists.
A plate sentinel's creator can command it if the golem is within 60 feet and can see and here its creator. If uncommanded, a plate sentinel usually follows its last instruction to the best of its ability, though if attacked it returns the attack. Its creator can give a plate sentinel 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 Grasp(Ex)**: A plate sentinel can extend some of its ectoplasm out through the holes at the ends of its arms, allowing it to have makeshift "fingers" for use in grappling. It gains a +8 bonus on all grapple attempts, and can attempt to start a grapple as a free action that does not provoke an attack of opportunity after a sucessful slam attack.
**Immunity to Psionics(Ex)**: Plate Sentinels completely resist psionic (and magical, with psionics-magic equallity) effects and abilites except for the following:
-A "Dismiss Ectoplasm" power manifested on a plate sentinel deals 3d10 damage and negates the Ectoplasmic Grasp ability (and thus the +8 bonus to grapple checks) for 3 rounds. A plate sentinetl gets no save against "Dismiss Ectoplasm".
-A "Psionic Lock" power (or similar magic spell) manifested on a plate sentinel negates the Ectoplasmic Grasp ability (and thus the +8 bonus to grapple checks) for 1 round. A plate sentinel gets no save against "Psionic Lock".
Psionic Screamers
-----------------------------------
Small Construct
Hit Dice: 3d10+10 (26hp)
Initiative: +3
Speed: 30ft.
Armor Class: 19 (+1 size, +5 natural, +3 Dex), touch 14, flat-footed 16
Base Attack/Grapple: +2/-2
Attack: --
Full Attack: --
Space/Reach: 5ft./5ft.
Special Attacks: Catapsi Wail, Scream
Sepcial Qualities: Levitate, damage reduction 5/adamantine or deep crystal, darkvision 60ft., low-light vision
Saves: Fort+1, Refl+4, WIll+1
Abilities: Str 10, Dex 16, Con -, Int -, Wis 11, Cha 1
Skills: --
Feats: --
Environment: Any
Organization: Solitary, Nuisance(2-6), or Interference(7-12)
Challenge Rating: 1 (until further testing)
Treasure: None
Alignment: Always Neutral
Advancement: None
Level Adjustment: --
-----------------------------------
"This small construct appears to be carved out of crystal. It has a single round piece of crystal for a body, and six spider-like legs that sprout from the bottom of the sphere which give it locomotion. It has a single large eye carved into the front of the main body."
A psionic screamer stands about 3 feet tall, and is little more than a gemstone ball with legs. It weighs roughly 100 pounds. Much like a Psion-Killer, psionic screamers are carved from a single piece of gemstone. It has a roughly circular indentation on the front of the main body portion that serves as its visual sensor.
These constructs lack the ability to engage in combat, but they are meant for another purpose. When commanded, the psionic screamer lets out a terrible wailing sound that disrupts the manifestation of psionic powers. They are often used in conjunction with other, larger, constructs.
**********
**Combat**
**********
A psionic screamer does nothing without explicit orders from its creator. It follows instructions literally and is incapable of any strategy or tactics. Psionic Screamers don't use weapons, even if ordered to, and have no natural form of attack. They can be ordered to remain a certain distance from their opponents, in order to maximize their utility while keeping them safe.
A psionic screamer's creator can command it if the construct is within 60 feet and can see and here its creator. If uncommanded, a psionic screamer usually follows its last instruction to the best of its ability, and if attacked it uses its Catapsi Wail ability and flees. Its creator can give a psionic screamer a simple command to govern its actions in his or her absence, such as "Remain in this area and engage all creatures that enter."
**Catapsi Wail(Su)**: As a standard action, a psionic screamer can begin emitting a terrible wailing sound that disrupts the manifestation of powers. This acts as a full strength "Catapsi" power, but lasts as long as the screamer wishes it to. The Will save DC is 17. The screamer's master is uneffected by the Catapsi effect.
**Scream(Ex)**: While using the Catapsi Wail ability, those who get close to the screamer realize the terrible pitch at which it's sounding. Any creature within 10 feet of a screamer takes a -2 moral penalty on attack rolls, saving throws, skill checks, and armor Class. In addition, a manifester who tries to use a power while adjacent to a psionic screamer must make a concentration check (DC 20 + Power Level, and the manifester still takes the -2 moral penalty on the check) or lose the power.
**Levitate(Su)**: A psionic screamer can use the Psionic Levitate power at will, typically to float out of melee reach while maintaining the Catapsi Wail. This Levitate ability is uneffected by a screamer's own Catapsi Wail.
Manufacturer Swarm
-----------------------------------
Tiny Construct (Swarm)
Hit Dice: 4d10 (21 hp)
Initiative: +1
Speed: 5ft, fly 20 ft (good)
Armor Class: 14 (+2 Size, +1 Dex, +1 Natural), touch 13, flat-footed 13
Base Attack/Grapple: +3/--
Attack: Swarm (1d6)
Full Attack: Swarm (1d6)
Space/Reach: 10ft./0 ft.
Special Attacks: Dismantle, Distraction
Special Qualities: Construct Traits, Builders, Levitate, Half-Damage from Slashing or Piercing, Rapid-Repair, Darkvision 60ft, Low-Light Vision, Swarm Traits
Saves: Fort+1, Refl+2, Will+1
Abilities: Str 4, Dex 12, Con -, Int -, Wis 11, Cha 1
Skills: Any Craft +20*
Feats: --
Environment: Any
Organization: Solitary, Crew (2-4), or Workshop (10-20)
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: None
Level Adjustment: --
-----------------------------------
"A shimmering cloud of something akin to crystaline insects floats before you. Inside you can see the bits moving about, and you can hear the clicking and whirring noises coming from within."
A swarm of Manufacturer constructs (they never appear in anything less, for they would be of very little use) is a sight to behold. At first glance, one only sees a shimmering cloud of large gem-like insects, but on closer examination of any of its constituant parts, one can see how much work went into crafting each piece of the swarm, and how specialized it is. Each unit of the swarm is a tiny crystal construct, a little bit smaller than a fist. It has many fine manipulating instruments, and some less fine, but equally useful, other instruments. Some may recognize these as different elements of various artisans' tools.
The primary use of a Manufacturer swarm is not for combat - indeed, if the swarm sees fighting, it is a dire day indeed at the workshop. Instead, they serve a very special - and very potent - purpose: a single swarm can piece together almost any object as quickly as the best artisans in the world. They are self-replicating as well, though they never build more Manufacturers than are needed for a single swarm, unless commanded to do so by their master.
In combat, a Manufacturer swarm acts just as any other swarm - it tries to engulf any targets it can, and pick them apart piece by piece. Against constructs, the swarm's natural affinity with construction can be reversed as they quickly find the weakest spots and tear the construct apart for pieces.
**********
**Combat**
**********
A manufacturer swarm does nothing without explicit orders from its creator. It follows instructions literally and is incapable of any strategy or tactics. Manufacturer Swarms don't use weapons, even if ordered to. They move to engulf opponents, putting them in reach of their various tools.
A manufacturer swarm's creator can command it if the constructs are within 60 feet and can see and here their creator. If uncommanded, a manufacturer swarm usually follows its last instruction to the best of its ability, though if attacked it quickly moves to engulf the newcomer. Its creator can give a manufacturer swarm a simple command to govern its actions in his or her absence, such as "Remain in this area and engage all creatures that enter."
**Dismantle(Ex)**: The manufacturers are more than adept at tearing apart constructs. Against any construct engulfed by the swarm, the swarm damage increases to 3d6.
**Distraction(Ex)**: Any living creature vulnerable to the manufacturer swarm’s damage that begins its turn with the swarm in its square is nauseated for 1 round; a Fortitude save (DC 12) negates the effect. Manifesting or concentrating on powers within the area of the swarm requires a Concentration check (DC 20 + power level). Using skills that involve patience and concentration requires a DC 20 Concentration check.
**Builders(Ex)**: Manufacturers are created with a single purpose: to build. They are exceedingly adept artisans, specializing in the building of construct bodies and pieces. Whereas other constructs without intelligence scores are completely without skills, Manufacturers are built with only one skill in mind. As a swarm, they make Craft checks as a creature with an intelligence modifier of 0 would, with a +20 racial modifier on the check. However, should the swarm be reduced below half of its normal hit points, it only makes checks with a +10 racial modifier until it returns to more than half of its health.
**Levitate(Su)**: Manufacturers fly by means of the Psionic Levitate power, which they manifest at will as a manifester of the swarm's total Hit Dice. If inside an area dispell, treat all of the Psionic Levitate powers as one power for purposes of the dispell. If dispelled, the manufacturers manifest the power again on their next turn.
**Rapid-Repair(Ex)**: A manufacturer swarm is constantly repairing itself, keeping all of its components in complete working order. The swarm heals 4 hp per day as would a living creature. If the swarm is reduced to half its maximum hit points or less it heals at a rate of 2 hp per day until it returns to more than half of its hit points. A swarm that is at maximum hit points may choose to instead work on maintaining another construct, repairing it as it would have done itself (4 hp per day). The manufacturer swarm does this even when performing other duties.
[Edit: Added Ectoplasmic Golem for pricing purposes, and a new construct, the "Manufacturer Swarm". See last post for details.]
Last edited: