Hit Die: d10
Skills: 2 + Intelligence
By default, an Astral Construct has no class skills, but may gain them through use of it's Menu Selections.
{table=head]
Level|
Base Attack Bonus|
Good Save|
Bad Saves|
Special
1|+0|+2|+0|Ectoplasmic Body, Menu Selection A, Ability +1
2|+1|+3|+0|Menu Selection A, Ability +1
3|+2|+3|+1|Size Modification, Menu Selection A, Ability +1
4|+3|+4|+1|Menu Selection B, Ability +1
5|+3|+4|+1|Ectopic Defense, Menu Selection B, Ability +1
6|+4|+5|+2|Size Modification, Menu Selection B, Ability +1
7|+5|+5|+2|Menu Selection C, Ability +1
8|+6|+6|+2|Menu Selection C, Ability +1
9|+6|+6|+3|Menu Selection C, Ability +1
10|+7|+7|+3|Size Modification, Menu Selection D, Ability +1[/table]
Weapon and Armor Proficiencies: An Astral Construct is Proficient with it's slam attacks. It may gain further weapon and armor proficiencies from it's Menu Selections.
Ectoplasmic Body: A Astral Construct loses all racial features and replaces them with the following Construct traits:
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- No Constitution score.
- Low-light vision.
- Darkvision out to 60 feet.
- Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
- Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
- Cannot heal damage on its own. Sonic damage heals the Astral Construct for half the damage it would normally deal.
- Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
- Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
- Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
- Since it was never alive, a construct cannot be raised or resurrected. It can only be revived by a wish, limited wish, miracle, or by reconstructing the Astral Construct's body (requiring 1,500 gp worth of specially treated crystals (or the Astral Construct's previous body), 2,000 gp worth of rare substances, and a DC 17 Craft (Sculpting) check) and then a reincarnate spell, which will always put the Astral Construct's soul into the new effigy.
- Constructs do not eat, sleep, or breathe.
An Astral Construct is Medium-sized with two natural slam attacks dealing 1d6+str damage, and natural armor equal to its Cha modifier. Its base land speed is 40 feet. An Astral Construct has all of it's save progressions set at Bad by default, but may choose to improve them from it's Menu Selections.
At first level Astral Construct chooses to look like whatever it wishes, within it size range. At each level, it may automatically modify it's appearance based upon each additional Menu Selection.
An Astral Construct may also change it's appearance with the use of a Craft (Sculpting) either from itself or by another person. This action takes one hour, and although the Astral Construct may choose to look like anything of it's choice, it retains a glowing and ethereal appearance, and is still easily distinguishable from the real thing, should it choose to mimic something.
If the Astral Construct chooses to take on the appearance of a specific person or object, the DC is as follows:
{table] 9 or lower|Does not resemble the desired creature
10-19|Recognizably similar to the desired creature shape
20-29|Accurate portrayal of the creature type
30 or higher|Accurate portrayal of a specific individual[/table]
Menu Selection A: At 1st, 2nd and 3rd level, an Astral Construct may select one of the following abilities.
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Light Weapons Proficiency: The Astral Construct is now proficient with all light weapons.
Martial Weapons Proficiency: (Req: Light Weapons Proficiency) The Astral Construct is now proficient with all martial weapons.
Light Armor Proficiency: The Astral Construct is now proficient with all light armor.
Medium Armor Proficiency: (Req: Light Armor Proficiency) The Astral Construct is now proficient with all Medium Armor.
Attack Enhancement: The Astral Construct gains the Base Attack Bonus progression of a Fighter. This modification is retroactive. It gains additional points of BAB for all of the levels of Astral Construct it has.
Save Enhancement: The Astral Construct changes one of it's save progressions from Bad to Good. This selection may be chosen multiple times, each time improving on a different save progression. This modification is retroactive. It gains additional points of Save Bonus for all of the levels of Astral Construct it has.
Skill Enhancement: The Astral Construct gains three class skills from the following list:
Appraise, Autohypnosis, Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Heal, Hide, Intimidate, Jump, Knowledge (Any, chosen separately), Listen, Move Silently, Open Lock, Perform, Psicraft, Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Tumble, Use Psionic Device
This Selection can be chosen multiple times, gaining three additional class skills per selection. In addition, you gain 1 additional skill point each time you choose this selection.
As a construct, an Astral Construct uses its Cha modifier for Concentration checks.
Psionic Enhancement A: Choose one 1st level psionic power. You may manifest it as a Psionic Like Ability 1/day per HD.
You may choose this selection multiple times, gaining a new PLA per selection.
The DC=10+Power Level+Cha Modifier.
You gain 1 additional pp per selection.
Buff (Ex): The astral construct gains an extra 5 hit points.
Celerity (Ex): The astral construct’s 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. This ability can only be taken once, and does not stack with other Deflection Menu Selections.
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 becomes streamlined and sharklike, 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.
Ability Bonus: At each level, the Astral Construct gains +1 to an ability score of it's choice. You may not increase the same score two levels in a row.
Size Modification: (Ex) At 3rd, 6th and 10th level, you may choose one of the following:
Increase by one size category
Decrease by one size category
Gain the Powerful Build ability
Gain the Sleight Build ability.
Remain your current size.
The Astral Construct's natural attacks increase or decrease in damage accordingly. You may not have the Powerful Build and Sleight Build abilities at the same time, and you may not choose to have them more then once.
Menu Selection B: At 4th, 5th and 6th level, an Astral Construct may select one of the following abilities. It may also choose to select two from Menu A instead.
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Exotic Weapon Proficiency: (Req: Martial Weapons Proficiency) The Astral Construct gains proficiency with one Exotic Weapon of it's choice. It may take this feat multiple times, each time choosing an additional exotic weapon.
Heavy Armor Proficiency: (Req: Medium Armor Proficiency) The Astral Construct gains proficiency with Heavy Armor.
Multifaceted Psionics: An Astral Construct who multiclasses for a psionic class can count his Astral Construct levels as levels of that class for purposes of ML and for the purposes of learning new spells and additional power points. So for example, an Astral Construct 3 who took 1 level of psion could choose to have ML 4, can learn up to 2nd level powers, and gains 17 power points.
Psionic Enhancement B: Choose one 2st level psionic power. You may manifest it as a Psionic Like Ability 1/day per 2HD.
You may choose this selection multiple times, gaining a new PLA per selection.
The DC=10+Power Level+Cha Modifier.
You gain 2 additional pp per selection.
Modified Defense: (Req: Damage Reduction) The Astral Construct's Damage Reduction changes to one of the following:
Adamantine, Cold Iron, Silver, Good, Evil, Law, Chaos
Energy Touch (Ex): The astral construct's natural attacks deals an extra 1d6 points of damage of an energy type you choose (fire, cold, acid, or electricity.)
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): (Req: Deflection) The astral construct gains a +4 deflection bonus to Armor Class. You may not pick this selection more then once. It does not stack with any other Deflection Menu Selections.
Improved Buff (Ex): The astral construct gains an extra 12 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).
Fly (Ex): The astral construct gains physical wings and a fly speed of 40 feet (average).
Improved Fly: The astral construct's maneuverability improves by one category. You may choose this selection multiple times.
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: (Req: Swim) The astral construct becomes further streamlined and sharklike, and gains a swim speed of 60 feet.
Extra Power(Ex): The astral construct gains a +2 bonus to one ability score of your choice.
Poison Touch (Ex): If the astral construct hits with a melee attack, the target must make an initial Fortitude save (DC 10 + ½ astral construct’s HD + astral construct’s Cha modifier) or take 1/4HD point of Constitution damage. One minute later, the target must save again or take (1d2)/4HD points of Constitution damage.
Pounce (Ex): If the astral construct charges a foe, it can make a full attack.
Smite (Su): Once every 10 minutes the astral construct can make one attack that deals extra damage equal to its Hit Dice plus it's Cha modifier.
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 + ½ 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.
Ectopic Defense (Ex): At 5th level, the Astral Construct gains DR/Magic equal to ½HD + it's Cha bonus.
Menu Selection C: At level 7, 8 and 9, the Astral Construct may select one of the following abilities. It may also choose two from Menu B or four from Menu A instead:
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Psionic Enhancement C: Choose one 3st or 4th level psionic power. You may manifest it as a Psionic Like Ability 1/day per 3HD. If you choose this selection three or more times, you may instead select a fifth level power to use 1/day per 4HD.
You may choose this selection multiple times, gaining a new PLA per selection.
The DC=10+Power Level+Cha Modifier.
You gain 3 additional pp per selection.
Crystallization (Ps): The Astral Construct may store extra power points in it's body as a Cognizance Crystal. It may store up to it's HD in power points (Maximum 17.)
Extreme Healing (Ex): (Req: Fast Healing) The Astral Construct's Fast Healing improves to Cha modifier+2
Blindsight (Ex): The astral construct has blindsight out to 60 feet.
Concussion (Ps): The astral construct can manifest concussion blast (manifester level 7th) at will as a swift action.
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 (Ps): The astral construct can manifest dimension slide (manifester level equal to Hit Dice) as a move action once per round.
Energy Bolt (Ps):The astral construct can manifest energy bolt (manifester level equal to HD) 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 25 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): (Req: Heavy Deflection) The astral construct gains a +7 deflection bonus to Armor Class. You may only choose this selection once, and it does not stack with other Deflection Menu Selections.
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 + 1½ 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.
Menu Selection D: At level 10, the Astral Construct may select one of the following abilities. It may also choose two from Menu c, four from Menu B, or six from Menu A instead:
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Psionic Enhancement D: Choose one 5th or 6th level psionic power. You may manifest it as a Psionic Like Ability 1/day per 4HD.
The DC=10+Power Level+Cha Modifier.
You gain 4 additional pp.
Perfected Flight (Ex): (Req: Flight) The Astral Construct improved upon the use of its wings It can now fly at double it's land speed.
Perfected Buff (Ex): The astral construct gains an extra 60 hit points.
Perfected Damage Reduction (Ex): The astral construct’s surface forms hard, armor-like plates and provides an additional 8 points of damage reduction.
Perfected Deflection (Ex): (Req: Extreme Deflection) The astral construct gains a +10 deflection bonus to Armor Class. You may only choose this selection once, and it does not stack with other Deflection Menu Selections.
Assume Mantle (Ps): You gain access to one psionic mantle. You may manifest any of the powers from it with a manifester level equal to (1/2)-1 HD as a PLI 1/day per (Power Level)HD
Perfected Eyes (Ex): The Astral Construct gains permanent True Seeing.
Extra Limbs (Ex): The Astral Construct grows an additional pair of arms. These arms can manipulate fine objects. It gains an additional two slam attacks from them, and can wield weapons in them without penalty, if proficient with them.
Divide (Ex): The Astral Construct buds off and creates an additional Astral Construct of a level equal to the main Astral Construct's HD-2 (Or HD-1 if you have the Leadership feat.) This construct remains active indefinitely, and does not count towards the usual limit for the number of constructs manifested by the Astral Construct Power.
Psionic Void (Ps): The Astral Construct is surrounded by a constant Anti Psionics Field with a radius of 20 ft. This field may be suppressed and resumed at will as an immediate action.
Subdimensional Ectoplasm (Ex): The Astral Construct may become Incorporeal at will as as standard action.
Psionic Transferal (Ex): The Astral Construct gains 6th level manifesting and the power points of a 10th level psionic class of it's choice.