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Psionic Constructs [Updated June 29]

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.)


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.]
 
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Plate Sentinel
-----------------------------------
Medium Construct
Hit Dice: 6d10+20 (53hp)
Initiative: +4
Speed: 30ft.
Armor Class: 24 (+10 Natural, +4 Dex), touch 14, flat-footed 20
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 and deep crystal

I know Eberron introduced a new type of DR, but I really don't think that's a good idea. Besides, I'm not sure if you can have a weapon that is adamantine and deep crystal anway.

darkvision 60ft., immunity to psionics, low-light vision
Saves: Fort+2, Refl+6, Will+2
Abilities: Str 16, Dex 18, Con -, Int -, Wis 11, Cha 1
Skills: --
Feats: --
Environment: Any
Organization: Solitary, gang(2-4), or squad(5-10)
Challenge Rating: ??
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".

I have to tell you, all these anti-magical golems are getting really annoying, IMO. I recall in 2e only "greater" golems had immunity to magic.

I like how you didn't go with the "lumbering golem" concept, but isn't Dex 18 a bit high for something that's basically wearing full plate?

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 and 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)

Love those group names.

Challenge Rating: ??
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(Ex)**: 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 screamer's master is uneffected by the Catapsi effect.

You need to state a save DC, and I'm very sure this ability qualifies as a super naturalpsionic ability.

[quo8te]**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.[/quote]

This sounds pretty neat.

**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.

Why not just give it a fly speed?
 

Greatfrito

First Post
Well, one reason for the magic immunity crap (I'll admit, always struck me as weird too) was the fact that really, almost all of the examples of humanoid-constructs are golems... and all of them have magic immunity (or psionic immunity).

The reason for levitate rather than a fly speed is simply flavor: these things can float off of the ground on a whim, but they sure as hell can't control their movement more that that simple getting-off-the-ground part. I also pictured it more as a (pardon this image) repulsorlift thing from Star Wars material: they just kinda push off of the ground with psionic energy.

I didn't realize that Catapsi -had- a saving throw. Gonna look it up right now...

Oh, okay. The save DC should be Will 17, and it should be a supernatural ability, you're right.

(I realize that this is all really haphazard replies to all of your points, but unfortunately, that's how I'm working right now)

The AC, I realize, is a bit high, but I didn't think too much about it at first glance. However, I see no reason why the construct can't be both agile and armored. Afterall, the armor is not some thing that is thrown on over the body, limiting its movement: it's a part of the body, hell, it -is- the body, and thus the creature is familiar with it.

A creature with a +2 Breastplate and a Necklace of Natural Armor +3 has the same armor bonus (part is a different type, but you see what I mean).

I think I phrased the damage reduction poorly. I guess it should read "Adamantine or Deep Crystal", because that was my intent. In my original post, I explained that these constructs are to be a part of my "all psionic" campaign/setting, and I plan on having Deep Crystal be a fairly common material (at least as common as Adamantine). Hell, in our game now, the stuff is really great for any psionic character, and many of the NPCs have had weapons crafted of the stuff when a higher enhancement bonus costed too much.

Anyways, I'll get around to modifying the first post to include the changes I've mentioned later tonight.

Any thoughts on the CRs at a glance? I'm gonna have to playtest them anyways, but would like a good estimate on where to start testing them at (I'm really terrible at that part).
 

Greatfrito

First Post
Updated the initial stat blocks.

Realized too that people might be getting turned off to the thread by the massive first post.

I'm sorry people! I'm soooo sorry!!!

Please, forgive me (or... just reply, eh?)!
 

the Jester

Legend
Wow, as is I give the plate sentinel a CR of about 5. That DR will be rough on most low-level groups. I also think a dex of 18 is a bit high. They could be agile with a 14 or 15, and that would be much more reasonable considering their description.

I really dig the screamers. Monsters that add new tactical dimensions to a fight are really cool imho. One thought- if they were tiny you could make 'em a swarm. :D
 

Arkhandus

First Post
Plate Sentinel: I agree with The Jester's CR assessment, a CR 5 is probably just about right given it's attack bonuses, armor class, big grapple bonus, and psionic/magic immunity. I'd recommend reducing the Dexterity by 4 points and thus lower the AC by 2; if the Plate Sentinel's body appears to be like a close-fitting suit of full plate, why is it able to move so agilely? If all its joints are flexible enough to allow the full range of movement for an 18 Dexterity, there's no way they're covered in armor plates sufficiently enough to protect them. And if they're covered in a tight sheathe of many small overlapping plates, then there's no way they could allow the range of movement for an 18 Dex. Unless the Plate Sentinel's armor-plates are individually bending and flexing like malleable flesh, it couldn't be so nimble with such complete armor cover. That would be mighty powerful magic to waste on building a meager 6-HD construct with physical capabilities no greater than a talented man. If you don't reduce the Dex, then at least change the description to remove the mention of plate-covered joints and reduce the Plate Sentinel's natural armor bonus to AC by 3 points.

Psionic Screamer: These are inspired by The Shadow's storyhour, aren't they? ;) Seems like a CR 1 to me, as it can't really do harm and can be taken out easily enough with adamantine or deep crystal ranged weapons. It would probably be worth a CR 2 though in circumstances where its disruptive abilities help other enemies.
 
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Greatfrito

First Post
Right, well, I guess I've finally given in on the dexterity thing. Oh well... just have to make a construct that actually makes sense as being agile now (and it won't have Magic Immunity... just... because). Dexterity for the Plate Sentinel is now 14.

No swarms of Screamers though... sorry. The thought is... ammusing, but not part of my image of them.

And actually, the Screamers aren't inspired by anything really. I was just sitting here, wrote the Plate Sentinel, felt like I should write something else too, and came up with those. Though now that I think of it, the visuals for both of these came from watching FAR too much Invader Zim in the last two weeks (okay, so maybe it's not too much... but only because there can never be "too much" Invader Zim).

Thanks for the help. I think I'm gonna playtest them a bit against a "core" group of characters.

Do that later though, I think...
 


Greatfrito

First Post
Ha... hahah... hahahahaha... ahhhhh... what?

Yeah, well, that was the least of my worries... and the most at the same time. Frankly, I don't even know where to start with that. Uhhh... anyone wanna help me out there? Please?
 

Greatfrito

First Post
NOTE: New constructs have been added to the mess of them at the top. Take a look, if you'd like.


Anyways, down to business. As far as I can tell, I can't see any straightforward formula they used for construct pricing. Haven't checked the DM's guide magic items stuff... I assume it should have something to do with that... oh well.
 

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