OOC - [Epic] Scions of the Endless Falls - Full

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Ah. That's someone who has infused themselves with godsblood and gained great powers from it. It's kinda cool. And appropriate for someone who's world has been destroyed.
 

Might you forward me that information?

Also I really do like the way the sword ahas shaped out so far. Two questions though. I noticed the price, could it be otherwise enhanced with cash? As opposed to XP?
 


As I mentioned before I was also looking at the starlight stuff. I have some ideas on making it adivine sunlight type of materia as wellas the starlight mage class a sunlight priest class. I need help with the starlight elixilr ability[maybe just getting rid of it]. But for the temporal womb ability I am thinking of something that would tie in somehow with a phoenix would that be ok? I should have something by monday.
 

An item that gave +5 caster level would be 375,000 gp

Alternatively, since the +1 to caster level is an unamed bonus you could hypothetically just by 5 Orange Prism Ioun stones, though I wouldn't allow that.
 

Looking through the epic level handbook I found the ring of epic psionics. However, I thought about it for a moment and then compared it to the original 3.0 Psion as the ELH is 3.0 material.

The original 3.0 20th level psion had 183 base power points (and didn't gain additional power points in epic levels), and the rings granted 43, 63, 87, 115 and 147 power points respectively. The respective percentages were roughly 23.5%, 34.4%, 47.5%, 62.8%, and 80.3% respectively.

The 3.5 20th level psion has 343 base power points due to the increase in the costs of powers and how powers must be augmented. Comparing it to the unchanged epic psionic rings, the respective percentage differences then are quite massive in comparison: 12.5%, 18.4%, 25.4%, 33.5%, and 42.9%. Each ring being on average almost half as effective as prior. My suggestion is then to modify the rings to their original percentage of a 20th level psions maximum base power points. They'd now be 81, 118, 163, 215, and 275 power points.

This is basically to put the epic rings of psionics on the same page as the epic rings of wizardry.

Isida, what are your thoughts?
 

Stuff on the Constructor for Isida to think about

Epic Constructor Progression
- Manifester level increases every level
- Ectoprotection keeps increasing by 1 every even level
- Boost construct every four levels after 8th (12th, 16th, 20th, etc.)
- Epic Construction at level 11; allows the constructor to create constructs beyond level 9.
- Epic Construction Menus for 10+ level constructs.
- Bonus epic feats every 5th epic level (15th, 20th, etc.)

I really didn't like the Mind's Eye Epic Insight Epic 3.0 Constructor, didn't even know it existed until Wrahn pointed it out. I really thought this fit better and allowed the constructor to still be viable into epic levels with the massive power shift that occurs.

These are some feats that I thought up, or borrowed from other sources.
Reasonings are in italics beneath the feat.

Infused Construction [Psionic]
You are able to manifest greater astral constructs than would normally be allowed for your manifester level.
Prerequisite: Manifester level 6th+.
Benefit: Your power point limit is increased by 2 for purposes of manifesting astral constructs. For example, a 13th-level psion would have their power point limit raised to 15 for purposes of manifesting astral constructs.
Special: You can take this feat multiple times. Each time you take this feat beyond the first, you can add 2 power points to the power point limit for purposes of manifesting astral constructs. Your new limit cannot exceed double your base power point limit.

Taken from Mind's Eye and altered to fit the 3.5 version of psionics. It originally changed the metapsionic cap on manifesting by increasing it by 2, I figured the equivalent for 3.5 would be increasing the power point limit by 2. If someone who is more familiar with 3.0 psionics wants to make a comment, let me know.

Sculpt Construct [Psionic]
You are able to manipulate your astral constructs features and form when they are already manifest.
Prerequisites: Craft (sculpting) 10 ranks, able to manifest astral construct, Advanced Construction class ability.
Benefit: Once per round as a swift action, you may make a Craft (sculpting) check to change the features and form of an astral construct that you have manifested. The DC of the Craft (sculpting) check is a base of 10 plus other modifiers. Changing a Menu choice increases the DC by 2 per level of the menu choice (Menu A +2, Menu B +4, etc.); changing the size of the Construct increases the DC by 4 per size category in difference.
Normal: Normally once you select an astral constructs Menu choices they are set for the duration of the power, also the size of the construct is usually dictated by the level construct manifested. If the check fails, the creature takes 1d10 damage for every 2 points the DC was over the base of 10 as you try to skew and alter the ectoplasmic material.

I just thought this would be a really cool ability for a constructor to manipulate constructs that he has already created to meet the changing circumstances of the battlefield.

Fuse Constructs [Psionic]
You are able to fuse two astral constructs that you have manifested together into a single more powerful creature.
Prerequisites: Craft (sculpting) 18 ranks, Sculpt Construct, able to manifest astral construct, Advanced Construction class ability.
Benefits: Once per round as a swift action, by expending your psionic focus, you may make a Craft (sculpting) check to fuse two adjacent astral constructs into a single more powerful creature. The DC of the Craft (sculpting) check is 10 + the total hit dice of the two constructs. If the check fails, both constructs take 1d10 damage per two hit dice they possess as you try to merge them together; otherwise, the two astral constructs fuse into a single creature.
This new astral construct has a number of hit dice equal to the largest initial constructs, which will be referred to as the base construct, hit dice plus one-half of the second constructs, hit dice, and a number of hit points equal to the base constructs hit points plus one half of the second constructs hit points. This increase in hit dice increases the new constructs BAB and saves accordingly but does not change the creatures size, the new construct retains the higher of the two constructs ability scores, and retains the base constructs Menu choices and gains half, rounded down, of the Menu choices of the secondary constructs Menu choices. The psion chooses which Menu choices are retained and which are discarded. The duration for this fused astral construct is equal to the shortest duration left of the two initial constructs.

I tried to make sure that this power wasn't over-powered by requiring the psion to expend focus in doing this. The idea was a build off of the prior feat and I thought would make it quite interesting. That and DC's get really high, really fast. If I wanted to merge two 9th level constructs, that'd be 10 + 19 + 19 = DC 48. To get a 27HD astral construct who only gains abilities as listed. The epic astral constructs I'll post below make this even harder. Trying to combine say two 15th level Astral Constructs (36HD a piece) would give a DC of 10 + 36x2 = 82. Not so easy, even at level 30 with 33 ranks and a +17 from Intelligence, that's only a +50 to the check, meaning I'd need to roll a 32 to get it. I thought of upping the base DC to 20 but don't know if that's too much.

Assume Construct [Epic, Psionic]
You are able to protect yourself by creating an astral construct around you.
Prerequisites: Craft (sculpting) 24 ranks, able to manifest Astral Construct, Epic Construction.
Benefits: You gain the ability to augment an astral construct so that you are actually within the construct. When doing so, you are merged with the construct. You fight as the construct (using it?s BAB, slam attacks, base physical attributes, etc. or yours whichever is higher), you see and hear through the senses of the construct (granting you darkvision 60 ft. and low-light vision) but still using your bonuses to Spot and Listen, but you are separated from the outside. You are considered to be shielded from the outside by a wall of ectoplasm for determining how you can manifest your powers, thus making it impossible to get line of effect or line of sight unless you can bypass these in other ways. Augmenting an astral construct in this manner increases the power point cost by 8.

Probably really poorly worded, but I was thinking this would be really cool for a constructor to be able to do. To effectively create an astral construct around him which sort of functions as an extension of him physically. Like a giant animated suit of armor.
 

Epic Astral Constructs & Menus

Epic Astral Constructs, 10+
Code:
[B]10th-level Astral Construct[/B]
Huge Construct
Hit Dice: 22d10+40
Initiative: +0
Speed: 50 ft.
Armor Class: 35 (+27 natural, -2 size), touch 8, flat-footed 35
Base Attack/Grapple: +18/+44
Attack: Slam +36 melee (2d6+18)
Full Attack: 2 slams +36 melee (2d6+18)
Space/Reach: 15 ft./15 ft.
Special Attacks: -
Special Qualities: One ability from Menu D, construct traits, damage reduction
5/epic and 15/magic, darkvision 60 ft., low-light vision
Saves: Fort +7, Refl +7, Will +7
Abilities: Str 47, Dex 11, Con -, Int -, Wis 11, Cha 10
Skills: -
Feats: -

[B]11th-level Astral Construct[/B]
Huge Construct
Hit Dice: 25d10+40
Initiative: +0
Speed: 50 ft.
Armor Class: 37 (+29 natural, -2 size), touch 8, flat-footed 37
Base Attack/Grapple: +20/+48
Attack: Slam +40 melee (3d6+20)
Full Attack: 2 slams +40 melee (3d6+20)
Space/Reach: 15 ft./15 ft.
Special Attacks: -
Special Qualities: One ability from Menu D, construct traits, damage reduction
10/epic and 15/magic, darkvision 60 ft., low-light vision
Saves: Fort +8, Refl +8, Will +8
Abilities: Str 51, Dex 11, Con -, Int -, Wis 11, Cha 10
Skills: -
Feats: -

[B]12th-level Astral Construct[/B]
Huge Construct
Hit Dice: 27d10+40
Initiative: +0
Speed: 50 ft.
Armor Class: 39 (+31 natural, -2 size), touch 8, flat-footed 39
Base Attack/Grapple: +22/+52
Attack: Slam +44 melee (3d6+22)
Full Attack: 2 slams +44 melee (3d6+22)
Space/Reach: 15 ft./15 ft.
Special Attacks: -
Special Qualities: One ability from Menu E, construct traits, damage reduction
15/epic, darkvision 60 ft., low-light vision
Saves: Fort +9, Refl +9, Will +9
Abilities: Str 55, Dex 11, Con -, Int -, Wis 11, Cha 10
Skills: -
Feats: -

[B]13th-level Astral Construct[/B]
Gargantuan Construct
Hit Dice: 30d10+40
Initiative: +0
Speed: 60 ft.
Armor Class: 41 (+35 natural, -4 size), touch 7, flat-footed 41
Base Attack/Grapple: +24/+62
Attack: Slam +46 melee (4d6+26)
Full Attack: 2 slams +46 melee (4d6+26)
Space/Reach: 20 ft./20 ft.
Special Attacks: -
Special Qualities: One ability from Menu E, construct traits, damage reduction
15/epic and 5/-, darkvision 60 ft., low-light vision
Saves: Fort +10, Refl +10, Will +10
Abilities: Str 63, Dex 11, Con -, Int -, Wis 11, Cha 10
Skills: -
Feats: -

[B]14th-level Astral Construct[/B]
Gargantuan Construct
Hit Dice: 33d10+60
Initiative: +0
Speed: 60 ft.
Armor Class: 43 (+37 natural, -4 size), touch 6, flat-footed 43
Base Attack/Grapple: +26/+66
Attack: Slam +50 melee (4d6+28)
Full Attack: 2 slams +50 melee (4d6+28)
Space/Reach: 20 ft./20 ft.
Special Attacks: -
Special Qualities: One ability from Menu F, construct traits, damage reduction
15/epic and 10/-, darkvision 60 ft., low-light vision
Saves: Fort +11, Refl +11, Will +11
Abilities: Str 67, Dex 11, Con -, Int -, Wis 11, Cha 10
Skills: -
Feats: -

[B]15th-level Astral Construct[/B]
Gargantuan Construct
Hit Dice: 36d10+60
Initiative: +0
Speed: 60 ft.
Armor Class: 45 (+39 natural, -4 size), touch 6, flat-footed 45
Base Attack/Grapple: +28/+70
Attack: Slam +54 melee (4d8+30)
Full Attack: 2 slams +54 melee (4d8+30)
Space/Reach: 20 ft./20 ft.
Special Attacks: -
Special Qualities: One ability from Menu F, construct traits, damage reduction
15/-, darkvision 60 ft., low-light vision
Saves: Fort +12, Refl +12, Will +12
Abilities: Str 71, Dex 11, Con -, Int -, Wis 11, Cha 10
Skills: -
Feats: -

Put into code so it wouldn't take up six scroll pages.

Compiled & Expanded Astral Construct Menus

Astral Construct Menu A
Code:
- Buff (Ex): The astral construct gains an extra 5 hit points.
- Celerity (Ex): The astral constructs land speed is increased by 10 feet.
- Cleave (Ex): The astral construct gains the Cleave feat. 
- Deflection (Ex): The astral construct gains a +1 deflection bonus to Armor
Class.
- Fly (Ex): The astral construct has physical wings and a fly speed of 20 feet
(average).
- Improved Bull Rush (Ex): The astral construct gains the Improved Bull Rush
feat.
- Improved Slam Attack (Ex): The astral construct gains the Improved
Natural Attack feat.
- Mobility (Ex): The astral construct gains the Mobility feat.
- Power Attack (Ex): The astral construct gains the Power Attack feat.
- Resistance (Ex): Choose one of the following energy types: fire, cold, acid,
electricity, or sonic. The astral construct gains resistance 5 against that
energy type.
- Swim (Ex): The astral construct is streamlined and shark like, and gains a
swim speed of 30 feet.
- Trip (Ex): If the astral construct hits with a slam attack, it can attempt to
trip the opponent as a free action without making a touch attack or
provoking attacks of opportunity. If the attempt fails, the opponent cannot
react to trip the astral construct.

Taken from the 3.5 Constructor PrC Menu Expansion
-Brawn (Ex): The astral construct does an additional +1 point of damage on a
successful melee attack. 
-Claws (Ex): The astral construct has razor sharp claws. Attacks are now
considered claw attacks instead of slams. Damage from these claw attacks is
1d8 + Strength modifier. The claw attacks are considered slashing or piercing
weapons. The type is chosen when the construct is manifested.
-Dodge (Ex): The astral construct gains the Dodge feat even if it does not
meet the prerequisites.
-Armor Spikes: The construct's body is covered in spikes, which allows the
construct to deal an extra 1d6 points of piercing damage with a successful
trample, constrict, bull rush, or grapple attack. The construct also can make
a regular melee attack with the spikes, and they deal 1d6 points of damage
(x2 critical) in that case.

Astral Construct Menu B
Code:
- Energy Touch (Ex): If you are a kineticist, the astral construct's physical
attacks are wreathed in your energy type, dealing an extra 1d6 points of
energy damage. If you are not a kineticist, the astral construct deals an
extra 1d4 points of damage of an energy type you choose (fire, cold, acid, or
electricity) when you manifest the construct.
- Extra Attack: If the astral construct is Medium or smaller, it gains two slam
attacks instead of one when it makes a full attack. Its bonus on damage rolls
for each attack is equal to its Strength modifier, not its Strength modifier x
1-1/2. If the astral construct is Large or larger, it gains three slams instead
of two when it makes a full attack. Its attacks are otherwise unchanged. 
- Fast Healing (Ex): The astral construct heals 2 hit points each round. It is
still immediately destroyed when it reaches 0 hit points.
Heavy Deflection (Ex): The astral construct gains a +4 deflection bonus to
Armor Class.
- Improved Buff (Ex): The astral construct gains an extra 15 hit points.
- Improved Critical (Ex): The astral construct gains the Improved Critical feat
with its slam attacks.
Improved Damage Reduction (Ex): The astral construct?s surface forms a
hard carapace and provides an additional 3 points of damage reduction (or
damage reduction 3/magic if it does not already have damage reduction).
- Improved Fly (Ex): The astral construct has physical wings and a fly speed
of 40 feet (average).
- Improved Grab (Ex): To use this ability, the construct must hit with its slam
attack. A construct can use this ability only on a target that is at least one
size smaller than itself. 
- Improved Swim: The astral construct is streamlined and sharklike, and gains
a swim speed of 60 feet.
- Muscle (Ex): The astral construct gains a +4 bonus to its Strength score.
- Poison Touch (Ex): If the astral construct hits with a melee attack, the
target must make an initial Fortitude save (DC 10 + 1/2 astral construct's HD
+ astral construct's Cha modifier) or take 1 point of Constitution damage.
One minute later, the target must save again or take 1d2 points of
Constitution damage.
- Pounce (Ex): If the astral construct charges a foe, it can make a full
attack. 
- Smite (Su): Once per day the astral construct can make one attack that
deals extra damage equal to its Hit Dice.
- Trample (Ex): As a standard action during its turn each round, a Large or
larger astral 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 1d8 + its Str modifier. The target can attempt
a Reflex save (DC 10 + 1/2 astral construct's Hit Dice + astral construct's Str
modifier) to negate the damage, or it can instead choose to make an attack
of opportunity at a -4 penalty.
- Great Cleave (Ex): The astral construct gains the Great Cleave feat even if
it does not meet the prerequisites.

Taken from the 3.5 Constructor PrC Menu Expansion
- Improved Brawn (Ex): The astral construct deals an additional +3 points of
damage on a successful melee attack.
- Reach (Ex): The astral construct's arms elongate, which increases its reach
by 5 feet. 
- Stunning Fist (Ex): The astral construct gains the Stunning Fist feat even
if it does not meet the prerequisites.

Taken from the 3.0 Advanced Construction Feat
- Extra Arms (Ex): The construct has an additional set of arms and can make
an additional attack with an attack bonus equal to its highest attack bonus
-2. (A construct with squeeze or rend can use that ability with these arms,
as well.) This ability cannot be chosen more than once.)
- Expertise (Ex): The expertise extraordinary ability works as the Expertise
feat, and though no prerequisites are required (Int 13+), constructs do not
get the benefits from the prerequisites, either.
- Mobility(Ex): The mobility extraordinary ability works as the Mobility feat,
and though no prerequisites are required (Dex 13+, Dodge), constructs do
not get the benefits from the prerequisites, either.
- Reach(Ex): The construct's arms elongate, which increases its reach by 5
feet. (If the construct has the extra arms ability, this ability must be chosen
twice to affect both sets of arms.)
- Spike Volley (Ex):The construct can send forth a volley of 3 spikes as a
standard action. This ranged attack has a range of 120 feet with no range
increment. These spike attacks are treated as thrown weapons, so the
construct's Strength bonus is applied to damage (see page 97 of the Player's
Handbook for more on thrown weapons). Damage is 1d6 + Strength modifier
per spike. The construct can use this attack up to three times. (The
construct must have the spiked armor ability to use this attack.) This volley
can be fired in any direction (including straight up) regardless of the direction
the construct is facing.
- Tough (Ex): The construct receives 7 hit points per die, instead of 5.5 per
die.

Astral Construct Menu C
Code:
- Blindsight (Ex): The astral construct has blindsight out to 60 feet.
- Concussion (Sp): The astral construct can manifest concussion blast
(manifester level 7th) as a free action once per round.
- Constrict (Ex): The astral construct has the improved grab ability with its
slam attack. In addition, on a successful grapple check, the astral construct
deals damage equal to its slam damage.
- Dimension Slide (Sp): The astral construct can manifest dimension slide
(manifester level equal to Hit Dice) as a move action once per round.
- Energy Bolt (Sp): The astral construct can manifest energy bolt (manifester
level 8th) as a standard action once per round. The creator sets the energy
type that the astral construct can manifest when he creates it. 
- Extra Buff (Ex): The astral construct gains an extra 30 hit points.
- Extreme Damage Reduction (Ex): The astral construct?s surface forms hard,
armor-like plates and provides an additional 6 points of damage reduction.
- Extreme Deflection (Ex): The astral construct gains a +8 deflection bonus
to Armor Class.
- Natural Invisibility (Su): The astral construct is constantly invisible, even
when attacking. This ability is inherent and not subject to the invisibility
purge spell.
- Power Resistance (Ex): The astral construct gains power resistance equal
to 10 + its Hit Dice.
- Rend (Ex): The astral construct makes claw attacks instead of slam attacks
(it deals the same amount of damage as it would with its slam damage, but
does slashing damage instead of bludgeoning damage). An astral construct
that hits the same opponent with two claw attacks in the same round rends
its foe, which deals extra damage equal to 2d6 + 1-1/2 times its Str modifier.
- Spring Attack (Ex): The astral construct gains the Spring Attack feat.
- Whirlwind Attack (Ex): The astral construct gains the Whirlwind Attack
feat.

Taken from the 3.5 Constructor PrC Menu Expansion
- Extra Brawn (Ex): The astral construct deals an additional +5 points of
damage on a successful melee attack.
- Tail Slap (Ex): The astral construct has a tail, and it can slap one opponent
each round with its tail. A tail slap deals 2d8 points of damage plus 1-1/2
times its Strength bonus (round down) and is treated as a secondary attack.

Taken from the 3.0 Advanced Construction Feat
- Ectoplasmic Form (Sp): The construct manifests ectoplasmic form as a
standard action.
- Spike Flurry (Ex):The construct can send forth a hail of spikes as a
standard action. The attack is a cone shape with a range of 60 feet. Anyone
caught in the flurry is immediately struck by 2d4 spikes that deal 1d6 damage
each. A successful Reflex save (DC 13) halves the damage. This attack can
be used only once. (The construct must have the spiked armor ability to use
this attack.)
- Tougher (Ex): The construct receives 8.5 hit points per die, instead of 5.5
per die.

Astral Construct Menu D
Code:
- Greater Buff: Gains 60 hit points
- Greater Deflection: +12 Deflection bonus to Ac
- Vampiric Attack: Heals ½ of the base damage of its slam attack per attack
- Specific Energy Adaptation: Converts one type of energy to harmless light.
- Greater Fast Healing: Gains fast healing 5.
- Energy Ball: Manifester level 13; Standard action 1/round
- Whispy Form: Under the effect of Minor Concealing Amorpha
- Epic Energy Attack: gains a special weapon bursting quality (flaming burst,
etc.) on natural attacks
- 

Taken from the 3.0 Advanced Construction Feat
- Mass Concussion (Sp): The construct manifests mass concussion as a free
action 3 times per day.
- Toughest (Ex): The construct receives 10 hit points per die, instead of 5.5
per die.
- Whitefire Aura (Ex): The entire surface of the construct radiates with an
intense white-hot flame. Creatures within 5 feet of the construct take 5d4
points of damage. The fire ignites combustibles as the whitefire power. Once
activated, the aura burns for a number of rounds equal to half of the
construct's Hit Dice. Multiple selections do not stack.

Astral Construct Menu E
Code:
- Superior Buff: Gains 90 hit points
- Superior Deflection: +16 deflection bonus to AC
- Energy Adaptation: Converts energy to harmless light
- Superior Fast Healing: Gains fast healing 10.
- Energy Ball: Manifester level 13; free action 1/round
- Energy Wave: Manifester level 17; standard action 1/round
- Incorporeal Form: The astral construct is incorporeal but may strike
corporeal creatures with its slam attacks as touch attacks.  Loses strength
score except when fighting other incorporeal creatures.  Gains a deflection
bonus equal to one half the manifesting level which stacks with menu choices
that increase the deflection bonus.
- Vorpal Strike: Slam attacks become slashing claw attacks with the vorpal
property.

Astral Construct Menu F
Code:
- Improved Whispy Form: Under the effect of Concealing Amorpha
- True Deflection: +20 deflection bonus to AC
- Supreme Buff: Gains 120 hit points
- Energy Conversion: as per the power
- Energy Wave: manifester level 17; free action 1/round
- Supreme Regeneration: gains Regeneration 5.  When reduced to 0 hit points
just disabled.  
- Reddopsi: Constant affect
- Draining Strikes: Attacks inflict 1d4 negative levels (Fort Save DC 10 + ½
HD of Construct + constructs Charisma modifier to remove negative levels after
24 hours)

These are compiled from the various sources (3.5 Constructor list, Augment Construct feat from 3.0, base list) and the last three I created for Epic Level Astral Constructs. Placed in code for similar reasons.

Instead it only took up total a scrolltime of about 3 pages. Heheh...
 
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