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Anything wrong with the Astral Constructs?
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<blockquote data-quote="Henry" data-source="post: 2709436" data-attributes="member: 158"><p>Found it:</p><p></p><p>(I'm only posting the first four here, because those are the levels I'm working with: )</p><p></p><p>--------------------------------</p><p> 1st-Level Astral Construct</p><p> Small Construct</p><p>Hit Dice: 1d10 (5 hp)</p><p>Initiative: +2 (Dex)</p><p>Speed: 40 ft.</p><p>AC: 14 (+1 size, +2 Dex, +1 natural)</p><p>Attacks: Slam +2 melee</p><p>Damage: Slam 1d4+1</p><p>Face/Reach: 5 ft. by 5 ft./5 ft.</p><p>Special Attacks: 1 ability from Menu A</p><p>Saves: Fort +0, Ref +2, Will +1</p><p>Abilities: Str 13, Dex 15, Con —, Int —, Wis 12, Cha 6</p><p>Climate/Terrain: Any land and underground</p><p>Organization: Solitary</p><p>Challenge Rating: 1/3</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: —</p><p></p><p></p><p></p><p> 2nd-Level Astral Construct</p><p> Medium-Size Construct</p><p>Hit Dice: 2d10 (11 hp)</p><p>Initiative: +2 (Dex)</p><p>Speed: 40 ft.</p><p>AC: 14 (+2 Dex, +2 natural)</p><p>Attacks: Slam +2 melee</p><p>Damage: Slam 1d6+1</p><p>Face/Reach: 5 ft. by 5 ft./5 ft.</p><p>Special Attacks: 2 abilities from Menu A</p><p>Saves: Fort +0, Ref +2, Will +1</p><p>Abilities: Str 13, Dex 15, Con —, Int —, Wis 12, Cha 6</p><p>Climate/Terrain: Any land and underground</p><p>Organization: Solitary</p><p>Challenge Rating: 1</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: —</p><p></p><p></p><p> 3rd-Level Astral Construct</p><p> Medium-Size Construct</p><p>Hit Dice: 2d10 (11 hp)</p><p>Initiative: +2 (Dex)</p><p>Speed: 40 ft</p><p>AC: 16 (+2 Dex, +4 natural)</p><p>Attacks: Slam +4 melee </p><p>Damage: Slam 1d6+4</p><p>Face/Reach: 5 ft. by 5 ft./5 ft.</p><p>Special Attacks: 3 abilities from Menu A</p><p>Saves: Fort +0, Ref +2, Will +2</p><p>Abilities: Str 17, Dex 15, Con —, Int —, Wis 15, Cha 6</p><p>Climate/Terrain: Any land and underground</p><p>Organization: Solitary</p><p>Challenge Rating: 2</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: —</p><p></p><p></p><p> 4th-Level Astral Construct</p><p> Large Construct</p><p>Hit Dice: 5d10 (27 hp)</p><p>Initiative: +2 (Dex)</p><p>Speed: 50 ft.</p><p>AC: 16 (–1 size, +2 Dex, +5 natural)</p><p>Attacks: Slam +9 melee</p><p>Damage: Slam 1d8+10</p><p>Face/Reach: 5 ft. by 5 ft./10 ft.</p><p>Special Attacks: 1 ability from Menu B</p><p>Special Qualities: Damage reduction 5/+1</p><p>Saves: Fort +1, Ref +3, Will +3</p><p>Abilities: Str 25, Dex 15, Con —, Int —, Wis 15, Cha 6</p><p>Climate/Terrain: Any land and underground</p><p>Organization: Solitary</p><p>Challenge Rating: 4</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p></p><p>-----------------------------------------</p><p></p><p>Astral Construct Menu A</p><p>Additional Attack: One additional attack at highest attack bonus; both attacks –2 to attack roll.</p><p>Armor (Ex): +1 deflection bonus to AC.</p><p>Fly (Ex): Construct has physical wings (6-foot wingspan). Speed 60 ft. (average).</p><p>Resistance (Ex): Choose one of fire, cold, acid, electricity, or sonic resistance 5. The same resistance can be chosen multiple times and stacks.</p><p>Sprint (Ex): Once per hour, the construct can take a charge action to move 10 times normal speed.</p><p>Swim: Construct becomes streamlined and sharklike. Speed 60 ft.</p><p>Trample (Ex): As a standard action during its turn each round, the construct can run over an opponent at least one size smaller than itself. It merely has to move over the opponent to deal bludgeoning damage equal to 1d4 + Strength modifier.</p><p>Trip (Ex): If the construct hits with a slam attack it can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the astral construct.</p><p></p><p></p><p>Astral Construct Menu B </p><p>(Any choice from this menu may be replaced with two choices on Menu A.)</p><p>Buff (Ex): Construct gains 3d10 temporary hit points (multiple selections do not stack).</p><p>Charge (Ex): If the construct charges a foe during the first round of combat, it can make a full attack even if it has already taken a move action. If it has the squeeze ability, it can also use this (see entry below).</p><p>Heavy Armor (Ex): +4 deflection bonus to AC.</p><p>Improved Grab (Ex): To use this ability, the construct must hit with its slam attack. If it gets a hold, it can squeeze (must have the squeeze ability; see entry below).</p><p>Smack Down (Su): Once per day the construct can make a normal attack to deal additional damage equal to its HD.</p><p>Squeeze (Ex): A construct that gets a hold can make a squeeze attack (+9 melee) to deal damage of 2d4 + Strength modifier. If it charges an opponent on the first round of combat, it can also squeeze (must also have the charge ability; see entry above).</p></blockquote><p></p>
[QUOTE="Henry, post: 2709436, member: 158"] Found it: (I'm only posting the first four here, because those are the levels I'm working with: ) -------------------------------- 1st-Level Astral Construct Small Construct Hit Dice: 1d10 (5 hp) Initiative: +2 (Dex) Speed: 40 ft. AC: 14 (+1 size, +2 Dex, +1 natural) Attacks: Slam +2 melee Damage: Slam 1d4+1 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: 1 ability from Menu A Saves: Fort +0, Ref +2, Will +1 Abilities: Str 13, Dex 15, Con —, Int —, Wis 12, Cha 6 Climate/Terrain: Any land and underground Organization: Solitary Challenge Rating: 1/3 Treasure: None Alignment: Always neutral Advancement: — 2nd-Level Astral Construct Medium-Size Construct Hit Dice: 2d10 (11 hp) Initiative: +2 (Dex) Speed: 40 ft. AC: 14 (+2 Dex, +2 natural) Attacks: Slam +2 melee Damage: Slam 1d6+1 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: 2 abilities from Menu A Saves: Fort +0, Ref +2, Will +1 Abilities: Str 13, Dex 15, Con —, Int —, Wis 12, Cha 6 Climate/Terrain: Any land and underground Organization: Solitary Challenge Rating: 1 Treasure: None Alignment: Always neutral Advancement: — 3rd-Level Astral Construct Medium-Size Construct Hit Dice: 2d10 (11 hp) Initiative: +2 (Dex) Speed: 40 ft AC: 16 (+2 Dex, +4 natural) Attacks: Slam +4 melee Damage: Slam 1d6+4 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: 3 abilities from Menu A Saves: Fort +0, Ref +2, Will +2 Abilities: Str 17, Dex 15, Con —, Int —, Wis 15, Cha 6 Climate/Terrain: Any land and underground Organization: Solitary Challenge Rating: 2 Treasure: None Alignment: Always neutral Advancement: — 4th-Level Astral Construct Large Construct Hit Dice: 5d10 (27 hp) Initiative: +2 (Dex) Speed: 50 ft. AC: 16 (–1 size, +2 Dex, +5 natural) Attacks: Slam +9 melee Damage: Slam 1d8+10 Face/Reach: 5 ft. by 5 ft./10 ft. Special Attacks: 1 ability from Menu B Special Qualities: Damage reduction 5/+1 Saves: Fort +1, Ref +3, Will +3 Abilities: Str 25, Dex 15, Con —, Int —, Wis 15, Cha 6 Climate/Terrain: Any land and underground Organization: Solitary Challenge Rating: 4 Treasure: None Alignment: Always neutral ----------------------------------------- Astral Construct Menu A Additional Attack: One additional attack at highest attack bonus; both attacks –2 to attack roll. Armor (Ex): +1 deflection bonus to AC. Fly (Ex): Construct has physical wings (6-foot wingspan). Speed 60 ft. (average). Resistance (Ex): Choose one of fire, cold, acid, electricity, or sonic resistance 5. The same resistance can be chosen multiple times and stacks. Sprint (Ex): Once per hour, the construct can take a charge action to move 10 times normal speed. Swim: Construct becomes streamlined and sharklike. Speed 60 ft. Trample (Ex): As a standard action during its turn each round, the construct can run over an opponent at least one size smaller than itself. It merely has to move over the opponent to deal bludgeoning damage equal to 1d4 + Strength modifier. Trip (Ex): If the construct hits with a slam attack it can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the astral construct. Astral Construct Menu B (Any choice from this menu may be replaced with two choices on Menu A.) Buff (Ex): Construct gains 3d10 temporary hit points (multiple selections do not stack). Charge (Ex): If the construct charges a foe during the first round of combat, it can make a full attack even if it has already taken a move action. If it has the squeeze ability, it can also use this (see entry below). Heavy Armor (Ex): +4 deflection bonus to AC. Improved Grab (Ex): To use this ability, the construct must hit with its slam attack. If it gets a hold, it can squeeze (must have the squeeze ability; see entry below). Smack Down (Su): Once per day the construct can make a normal attack to deal additional damage equal to its HD. Squeeze (Ex): A construct that gets a hold can make a squeeze attack (+9 melee) to deal damage of 2d4 + Strength modifier. If it charges an opponent on the first round of combat, it can also squeeze (must also have the charge ability; see entry above). [/QUOTE]
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