Astral Construct

Astral constructs are brought into being by the metacreativity power astral construct. They are formed from raw ectoplasm (a portion of the astral medium drawn into the Material Plane). The power points spent by the construct’s creator during the manifestation of the power determine the level of the astral construct created. However, even astral constructs of the same level vary somewhat from each other, depending on the whims of their creators.

Combat

Astral constructs act as directed by their creators. As a free action, a construct’s manifester can direct the construct to attack particular enemies, use specific tactics or powers, perform other actions, or do nothing at all. The construct does exactly what its creator directs it to do.

An astral construct generally appears as an animate clump of ectoplasm with a vaguely humanoid shape, but the manifester can mold or sculpt one according to his or her whim within the limits imposed by the creature’s size. The quality of such “construct sculpture” is determined by a Craft (sculpting) check. A result of 10 to 19 creates a creature that is recognizably similar to the desired creature shape; a result of 20 to 29 creates a construct that looks like an accurate portrayal of that creature type; a result of 30 or higher creates a construct that looks like a specific individual. No matter how high the Craft (sculpting) check result, though, an astral construct’s appearance can’t hide the otherworldly material from which it is formed.

Construct Traits

An astral construct has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.

Special Abilities: Every time an astral construct is created, the manifester can choose to apply one special ability to the construct. When the manifester finishes manifesting the astral construct power, he chooses one or more special abilities from a menu of abilities appropriate to that level of astral construct.

Creating An Astral Construct

When manifesting the astral construct power, the manifester assembles the desired creature from a menu of choices, as specified in the construct’s statistics block. A manifester can always substitute two choices from a lesser menu for one of its given abilities. Multiple selections of the same menu choice do not stack unless the ability specifically notes that stacking is allowed.

Some menu choices grant an astral construct the ability to manifest specific powers as psi-like abilities. Unless using the ability is a free action, an astral construct manifesting such a power does so as a standard action that provokes attacks of opportunity. All such powers have a manifester level equal to the astral construct’s Hit Dice or the creator’s manifester level, whichever is lower.

An astral construct does not need to meet the prerequisites for a feat granted by a menu choice.

Astral Construct Menu A

A manifester creating a 1st-level, 2nd-level, or 3rd-level astral construct can choose one special ability from this menu.

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.

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 provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the astral construct.

Astral Construct Menu B

A manifester creating a 4th-level, 5th-level, or 6th-level astral construct can choose one special ability from this menu. Alternatively, the construct can have two special abilities from Menu A.

Compact Form

The astral construct is summoned in a smaller form, coming one size category smaller than normal. Its Strength is reduced by 2, its Dexterity is increased by 2, and its modifiers based on size are adjusted appropriately.

Energy Touch (Ex)

The astral construct deals an extra 1d4 points of damage of your active energy type (fire, cold, sonic, 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 shark-like, 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 is affected by astral poison.

Poison (Su)

Astral poison – injury; save Fort DC 10 + 1/2 astral construct’s HD + astral construct’s Cha modifier; frequency 1/minute for 2 minutes; effect 1 Con damage; cure 1 save.

Pounce (Ex)

If the astral construct charges a foe, it can make a full attack.

Smite (Su)

Once per day the astral construct can choose one target to focus on, dealing additional damage. The astral construct deals extra damage equal to its Hit Dice to this target until the target is dead, the astral construct’s duration is destroyed, expired, or dismissed, or the manifester who summoned it rests to regain daily power points.

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.

Astral Construct Menu C

A manifester creating a 7th-level, 8th-level, or 9th-level astral construct can choose one special ability from this menu. Alternatively, the astral construct can have two special abilities from Menu B. (One or both of the Menu B choices can be swapped for two choices from Menu A.)

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’s active energy type determines the type of energy used. Kineticists are not restricted to an active energy type when choosing this menu option.

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.

1st-Level Astral Construct CR ½

XP 0 (included with master)
N Small construct
Init +2; Senses darkvision 60 ft., low-light vision, Perception

DEFENSE

AC 18, touch 13, flat-footed 16 (+2 Dex, +5 natural, +1 size)
HP 15 (1d10+10)
Fort +0, Ref +2, Will +0; Immune construct traits

OFFENSE

Speed 30 ft.
Melee slam +4 melee (1d4+3)
Space 5 ft.; Reach 5 ft.

STATISTICS

Str 15, Dex 15, Con —, Int —, Wis 11, Cha 10
BAB +1, CMB +2; CMD 14
Feats
Skills

SPECIAL ABILITIES

One ability from Menu A

A 1st-level astral construct has one ability from Menu A

Construct Traits

An astral construct has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to non-lethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.

2nd-Level Astral Construct CR 1

XP 0 (included with master)
N Medium construct
Init +2; Senses darkvision 60 ft., low-light vision, Perception

DEFENSE

AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
HP 31 (2d10+20)
Fort +0, Ref +2, Will +0; Immune construct traits

OFFENSE

Speed 40 ft.
Melee slam +5 melee (1d6+4)
Space 5 ft.; Reach 5 ft.

STATISTICS

Str 17, Dex 15, Con —, Int —, Wis 11, Cha 10
BAB +2, CMB +5; CMD 17
Feats
Skills

SPECIAL ABILITIES

One ability from Menu A

An astral construct has one ability from Menu A

Construct Traits

An astral construct has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to non-lethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.

3rd-Level Astral Construct CR 2

XP 0 (included with master)
N Medium construct
Init +2; Senses darkvision 60 ft., low-light vision, Perception

DEFENSE

AC 20, touch 12, flat-footed 18 (+2 Dex, +8 natural)
HP 36 (3d10+20)
Fort +1, Ref +3, Will +1; Immune construct traits

OFFENSE

Speed 40 ft.
Melee slam +8 melee (1d6+7)
Space 5 ft.; Reach 5 ft.

STATISTICS

Str 21, Dex 15, Con —, Int —, Wis 11, Cha 10
BAB +3, CMB +8; CMD 20
Feats
Skills

SPECIAL ABILITIES

One ability from Menu A

A 3rd-level astral construct has one ability from Menu A

Construct Traits

An astral construct has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to non-lethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.

4th-Level Astral Construct CR 3

XP 0 (included with master)
N Medium construct
Init +2 Senses darkvision 60 ft., low-light vision, Perception

DEFENSE

AC 22, touch 12, flat-footed 20 (+2 Dex, +10 natural)
HP 47 (5d10+20)
Fort +1, Ref +3, Will +1; Immune construct traits

OFFENSE

Speed 40 ft.
Melee slam +12 melee (1d6+10)
Space 5 ft.; Reach 5 ft.

STATISTICS

Str 25, Dex 15, Con —, Int —, Wis 11, Cha 10
BAB +5, CMB +12; CMD 24
Feats
Skills

SPECIAL ABILITIES

One ability from Menu B

A 4th-level astral construct has one ability from Menu B

Construct Traits

An astral construct has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to non-lethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.

5th-Level Astral Construct CR 5

XP 0 (included with master)
N Large construct
Init +1; Senses darkvision 60 ft., low-light vision, Perception

DEFENSE

AC 23, touch 10, flat-footed 22 (+1 Dex, +13 natural, -1 size)
HP 68 (7d10+30)
Fort +2, Ref +3, Will +2; DR 5/magic; construct traits

OFFENSE

Speed 40 ft.
Melee 2 slams +15 melee (1d8+9)
Space 10 ft.; Reach 10 ft.

STATISTICS

Str 29, Dex 13, Con —, Int —, Wis 11, Cha 10
BAB +7, CMB +17; CMD 28
Feats
Skills

SPECIAL ABILITIES

One ability from Menu B

A 5th-level astral construct has one ability from Menu B

Construct Traits

An astral construct has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to non-lethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.

6th-Level Astral Construct CR 7

XP 0 (included with master)
N Large construct
Init +1 Senses darkvision 60 ft., low-light vision, Perception

DEFENSE

AC 25, touch 10, flat-footed 24 (+1 Dex, +15 natural, -1 size)
HP 85 (10d10+30)
Fort +3, Ref +4, Will +3; DR 10/magic; construct traits

OFFENSE

Speed 40 ft.
Melee 2 slams +20 melee (1d8+11)
Space 10 ft.; Reach 10 ft.

STATISTICS

Str 33, Dex 13, Con —, Int —, Wis 11, Cha 10
BAB +10, CMB +22; CMD 33
Feats
Skills

SPECIAL ABILITIES

One ability from Menu B

A 6th-level astral construct has one ability from Menu B

Construct Traits

An astral construct has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to non-lethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.

7th-Level Astral Construct CR 8

XP 0 (included with master)
N Large construct
Init +1 Senses darkvision 60 ft., low-light vision, Perception

DEFENSE

AC 27, touch 10, flat-footed 26 (+1 Dex, +17 natural, -1 size)
HP 101 (13d10+30)
Fort +4, Ref +5, Will +4; DR 10/magic; construct traits

OFFENSE

Speed 40 ft.
Melee 2 slams +24 melee (1d8+12)
Space 10 ft.; Reach 10 ft.

STATISTICS

Str 35, Dex 13, Con —, Int —, Wis 11, Cha 10
BAB +13, CMB +26; CMD 37
Feats
Skills

SPECIAL ABILITIES

One ability from Menu C

A 7th-level astral construct has one ability from Menu C

Construct Traits

An astral construct has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to non-lethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.

8th-Level Astral Construct CR 9

XP 0 (included with master)
N Large construct
Init +1 Senses darkvision 60 ft., low-light vision, Perception

DEFENSE

AC 29, touch 10, flat-footed 28 (+1 Dex, +19 natural, -1 size)
HP 118 (16d10+30)
Fort +5, Ref +6, Will +5; DR 15/magic; construct traits

OFFENSE

Speed 40 ft.
Melee 2 slams +29 melee (1d8+14)
Space 10 ft.; Reach 10 ft.

STATISTICS

Str 39, Dex 13, Con —, Int —, Wis 11, Cha 10
BAB +16, CMB +31; CMD 42
Feats
Skills

SPECIAL ABILITIES

One ability from Menu C

An 8th-level astral construct has one ability from Menu C

Construct Traits

An astral construct has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to non-lethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.

9th-Level Astral Construct CR 10

XP 0 (included with master)
N Huge construct
Init +0; Senses darkvision 60 ft., low-light vision, Perception

DEFENSE

AC 33, touch 8, flat-footed 33 (+25 natural, -2 size)
HP 144 (19d10+40)
Fort +6, Ref +6, Will +6; DR 15/magic; construct traits

OFFENSE

Speed 50 ft.
Melee 2 slams +33 melee (2d6+16)
Space 15 ft.; Reach 15ft.

STATISTICS

Str 43, Dex 11, Con —, Int —, Wis 11, Cha 10
BAB +19, CMB +37; CMD 47
Feats
Skills

SPECIAL ABILITIES

Two abilities from Menu C

A 9th-level astral construct has two abilities from Menu C

Construct Traits

An astral construct has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to non-lethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.

ECOLOGY

Environment Any
Organization Solitary
Treasure none

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