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(Psionic) Ecto Construct
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<blockquote data-quote="Scion" data-source="post: 1168588" data-attributes="member: 5777"><p>I'm still useing 3.0 <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> So lets go there instead.</p><p>1d6 temporary hit points per caster level</p><p>(11d6) min, avg 38.5 (and when these go away you dont lose the power)</p><p>+4 natural armor</p><p>+2d4 avg 5 Strength enhancement bonus</p><p>+2d4 avg 5 Dexterity enhancement bonus</p><p>+1 BAB / 2 caster levels</p><p>+5 competence bonus on Fortitude saves</p><p>proficiency with all simple and martial weapons (which could be magical). </p><p>The character can’t cast spells, even from magic items.</p><p>Material Component: A potion of Strength, which the character drinks (and whose effects are subsumed by the spell effects).</p><p>Requires only one spell known.</p><p></p><p>Ecto Construct (let's take the 6th-level version, using an AC 4 as our shell):</p><p>+27 HP (once these are gone, though, the rest of the abilities go away)</p><p>STR goes to 25+half casters base, DEX goes to 15+half casters base</p><p>+5 Natural AC, but a -1 to AC thanks to size</p><p>Immune to many things requiring a Fort save</p><p>Slam attack d8 (not sure how this is as good or better than a martial weapon, most of this size category are doing d10 or more.</p><p>Large Strength, but tensors doesnt give enough anyway.</p><p>Large size (10' reach, 50' base movement)</p><p>DR 5/+1 (nice, but worthless at this level)</p><p>menu B ability or two from menu A (random combat boost or noncombat aspect)</p><p>If you can't be targetted separately, you're now type Construct effectively, with all the bonuses that gives.</p><p>Need to know at least 2 different powers, this one plus an astral construct, if you want your construct form to improve this cost grows as levels increase. (definately NOT 'no cost')</p><p></p><p></p><p></p><p>Arguably tensors transformation is weak for its level, but even if it isnt psionic personal buffs are supposed to be stronger than the arcane equivalent. (there are lots of examples of that in the power section). Also, I already accounted for the size difference problem, the power states that the construct needs to be at least the same size as the manifestor.</p><p></p><p>Now, you lose the use of basically all your equipment. Magic armor and weapons and other such objects you had as a character are gone, while the mage with his transformation gets to keep useing his.</p><p></p><p>Basically you gain this construct around you and get to control everything it does useing its senses, but all of your personal items are inside of it so arent able to be used. As your body is effectively in stasis so would be this stuff. Does that help balance it out in your opinion? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Your AC while in this form will never be very good for the level it is needed, you are forced to use the slam unless you drop your weapon to begin with (but as you dont gain the martial proficiencies you cant use any weapons you couldnt before), and the abilities you can gain are fun but not terribly impressive.</p><p></p><p>I think most of that balances out the ability to not attack with your new form for one of its limited rounds and use one of your powers. The form itself has a lot of offensive potential (probably more than the caster) but its defensive is way way down. All the while it has a very short duration with a high activation cost. Of course it is also your mind controlling it, so something that takes over your mind would still effect you.</p><p></p><p>Since it goes away when the extra hp are lost, plus all of the other drawbacks, at this point I'm not even sure if the power is strong enough (let alone too strong). Turns you into the combat machine that after one round of hits all of your power goes away.</p></blockquote><p></p>
[QUOTE="Scion, post: 1168588, member: 5777"] I'm still useing 3.0 ;) So lets go there instead. 1d6 temporary hit points per caster level (11d6) min, avg 38.5 (and when these go away you dont lose the power) +4 natural armor +2d4 avg 5 Strength enhancement bonus +2d4 avg 5 Dexterity enhancement bonus +1 BAB / 2 caster levels +5 competence bonus on Fortitude saves proficiency with all simple and martial weapons (which could be magical). The character can’t cast spells, even from magic items. Material Component: A potion of Strength, which the character drinks (and whose effects are subsumed by the spell effects). Requires only one spell known. Ecto Construct (let's take the 6th-level version, using an AC 4 as our shell): +27 HP (once these are gone, though, the rest of the abilities go away) STR goes to 25+half casters base, DEX goes to 15+half casters base +5 Natural AC, but a -1 to AC thanks to size Immune to many things requiring a Fort save Slam attack d8 (not sure how this is as good or better than a martial weapon, most of this size category are doing d10 or more. Large Strength, but tensors doesnt give enough anyway. Large size (10' reach, 50' base movement) DR 5/+1 (nice, but worthless at this level) menu B ability or two from menu A (random combat boost or noncombat aspect) If you can't be targetted separately, you're now type Construct effectively, with all the bonuses that gives. Need to know at least 2 different powers, this one plus an astral construct, if you want your construct form to improve this cost grows as levels increase. (definately NOT 'no cost') Arguably tensors transformation is weak for its level, but even if it isnt psionic personal buffs are supposed to be stronger than the arcane equivalent. (there are lots of examples of that in the power section). Also, I already accounted for the size difference problem, the power states that the construct needs to be at least the same size as the manifestor. Now, you lose the use of basically all your equipment. Magic armor and weapons and other such objects you had as a character are gone, while the mage with his transformation gets to keep useing his. Basically you gain this construct around you and get to control everything it does useing its senses, but all of your personal items are inside of it so arent able to be used. As your body is effectively in stasis so would be this stuff. Does that help balance it out in your opinion? ;) Your AC while in this form will never be very good for the level it is needed, you are forced to use the slam unless you drop your weapon to begin with (but as you dont gain the martial proficiencies you cant use any weapons you couldnt before), and the abilities you can gain are fun but not terribly impressive. I think most of that balances out the ability to not attack with your new form for one of its limited rounds and use one of your powers. The form itself has a lot of offensive potential (probably more than the caster) but its defensive is way way down. All the while it has a very short duration with a high activation cost. Of course it is also your mind controlling it, so something that takes over your mind would still effect you. Since it goes away when the extra hp are lost, plus all of the other drawbacks, at this point I'm not even sure if the power is strong enough (let alone too strong). Turns you into the combat machine that after one round of hits all of your power goes away. [/QUOTE]
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