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<blockquote data-quote="Zhure" data-source="post: 176891" data-attributes="member: 308"><p><strong>psionic summoner</strong></p><p></p><p>Metacreationist, with Astral Construct IX</p><p>9th-Level Astral Construct</p><p>Huge Construct</p><p>Hit Dice: 19d10 (104 hp)</p><p>Initiative: +2 (Dex)</p><p>Speed: 50 ft.</p><p>AC: 20 (-2 size, +2 Dex, +10 natural)</p><p>Attacks: Slam +23/+23/+23/+23/+23/+23/+23/+20/+15 melee</p><p>Damage: Slam 2d6+19</p><p>Face/Reach: 10 ft. by 10 ft./15 ft.</p><p>Special Attacks: 3 abilities from Menu C (see below)</p><p>Special Qualities: Damage reduction 10/+3</p><p>Saves: Fort +6, Ref +8, Will +8</p><p>Abilities: Str 37, Dex 15, Con -, Int -, Wis 15, Cha 6</p><p></p><p>Picks(C,B,6xA):</p><p>C- See Invisibility (Su): Can see invisibility (as the power) at all times. That'll stop those sneaky guys.</p><p>B- 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>A-Trample (Ex): As a standard action during its turn each round, the construct can literally 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. (in case they have an uber-AC)</p><p>3xA-Additional Attack: One additional attack at highest attack bonus; both attacks -2 to attack roll. Use as many as necessary for low AC targets.</p><p>A-Fly (Ex): Construct has physical wings (6-foot wingspan). Speed 60 ft. (average). In case they try to fly away.</p><p>A- 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>You can also go the "grab" route for an astral construct. When they hit, unless the target has a stilled escape spell, a super strength or a fantastic escape artist, they're toast.</p><p></p><p>Note astral constructs have darkvision and a host of immunities, inlcuding to a lot of illusions.</p><p></p><p>Charge in, use all your attacks, try to trip with all that hit, that further reduces their AC by 4.</p><p></p><p>A 19th or higher level Metacreationist (Savant) can manifest this Extended to last twice as long (38-40 rounds).</p><p>Greg</p></blockquote><p></p>
[QUOTE="Zhure, post: 176891, member: 308"] [b]psionic summoner[/b] Metacreationist, with Astral Construct IX 9th-Level Astral Construct Huge Construct Hit Dice: 19d10 (104 hp) Initiative: +2 (Dex) Speed: 50 ft. AC: 20 (-2 size, +2 Dex, +10 natural) Attacks: Slam +23/+23/+23/+23/+23/+23/+23/+20/+15 melee Damage: Slam 2d6+19 Face/Reach: 10 ft. by 10 ft./15 ft. Special Attacks: 3 abilities from Menu C (see below) Special Qualities: Damage reduction 10/+3 Saves: Fort +6, Ref +8, Will +8 Abilities: Str 37, Dex 15, Con -, Int -, Wis 15, Cha 6 Picks(C,B,6xA): C- See Invisibility (Su): Can see invisibility (as the power) at all times. That'll stop those sneaky guys. B- 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). A-Trample (Ex): As a standard action during its turn each round, the construct can literally 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. (in case they have an uber-AC) 3xA-Additional Attack: One additional attack at highest attack bonus; both attacks -2 to attack roll. Use as many as necessary for low AC targets. A-Fly (Ex): Construct has physical wings (6-foot wingspan). Speed 60 ft. (average). In case they try to fly away. A- 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. You can also go the "grab" route for an astral construct. When they hit, unless the target has a stilled escape spell, a super strength or a fantastic escape artist, they're toast. Note astral constructs have darkvision and a host of immunities, inlcuding to a lot of illusions. Charge in, use all your attacks, try to trip with all that hit, that further reduces their AC by 4. A 19th or higher level Metacreationist (Savant) can manifest this Extended to last twice as long (38-40 rounds). Greg [/QUOTE]
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