Table of Contents
- 1 Combat
- 2 Creating A Tech Construct
- 2.1 Tech Construct Menu A
- 2.2 Tech Construct Menu B
- 2.3 Tech Construct Menu C
Tech constructs are brought into being by the Technopath discipline Tech Construct. They are formed from random debris that is lying around collected on the spot. The psi point spent by the construct’s creator during the manifestation of the power determine the level of the construct created. However, even constructs of the same level vary somewhat from each other, depending on the whims of their creators.
Constructs act as directed by their creators. As a free action, a construct’s psion 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.
A 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 Strength or Constitution 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 a construct is created, the psion can choose to apply one special ability to the construct. When the psion finishes manifesting the Tech Construct discipline, he chooses one or more special abilities from a menu of abilities appropriate to that level of astral construct.
Creating A Tech Construct
When manifesting the Tech Construct discipline, the psion assembles the desired creature from a menu of choices, as specified in the construct’s statistics block. A psion 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 a construct the ability to manifest specific powers as psi-like abilities. Unless using the ability is a free action, a construct manifesting such a power does so as a standard action that provokes attacks of opportunity. All such powers have a psion level equal to the creator’s psion level.
A construct does not need to meet the prerequisites for a feat granted by a menu choice.
Tech Construct Menu A
A Psion creating a 1st-level, 2nd-level, or 3rd-level construct can choose one special ability from this menu.
The construct gains an extra 5 hit points.
The construct’s land speed is increased by 10 feet.
The construct can attack up to 3 creatures within 5 feet with a single attack. The creature with the highest AC within 5 feet is the primary target. If the construct successfully hits, it hits all other targets in range. Roll once for damage and it applies to all 3 targets in range. If there are fewer than 3 targets, essentially 2, the attack will affect those 2 targets.
The construct gains a +1 to Armor Class.
The construct can hover and fly at a speed of 20 feet.
Improved Bull Rush
The construct can do a Shove maneuver without provoking an attack of opportunity.
The construct’s attacks increase by one dice category.
The construct gains the Mobile feat.
The construct can sacrifice attack precision for damage. Subtract from the construct’s Proficiency bonus and add that to the damage.
Choose one of the following energy types: fire, cold, acid, electricity, or sonic. The construct gains resistance against that energy type.
The construct is streamlined and shark like, and gains a swim speed of 30 feet.
If the construct hits with an attack, it can attempt to trip the opponent as a bonus action without provoking attacks of opportunity. To trip a target, the bot/construct rolls a Strength (Athletics) check versus the target’s Strength (Athletics) or Dexterity (Acrobatics), whichever is higher. If the attempt fails, the opponent cannot react to trip the construct.
Tech Construct Menu B
A psion creating a 4th-level, 5th-level, or 6th-level construct can choose one special ability from this menu. Alternatively, the construct can have two special abilities from Menu A.
The 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.
The construct deals an extra 1d4 points of damage of your active energy type (fire, cold, sonic, or electricity) when you manifest the construct.
If the construct is Medium or smaller, it gains two attacks instead of one when it makes a full attack. Its bonus on damage rolls for each attack is equal to its Strength modifier. Without this option, there is no bonus to damage.
The construct heals 2 hit points each round. It is still immediately destroyed when it reaches 0 hit points.
The construct gains a +4 deflection bonus to Armor Class.
The construct gains an extra 15 hit points.
The construct now scores a critical hit on either a natural 19 or 20 on their attack roll.
The construct can over and fly at a speed of 40 feet.
To use this ability, the construct must hit with its attack. A construct can use this ability only on a target that is at least one size smaller than itself. Otherwise, all grapple rules apply.
The construct is streamlined and shark-like, and gains a swim speed of 60 feet.
The construct gains a +4 bonus to its Strength score.
If the construct hits with a melee attack, the target is affected by poison (see below).
Poison – injury; save Constitution DC 10 + 1/2 construct’s HD + construct’s Dex modifier; frequency 1/minute for 2 minutes; effect 1 Con damage; cure 1 save.
If the construct moves at least 20 feet in a straight line towards a foe, it can make a full attack.
Once per day the construct can choose one target to focus on, dealing additional damage. The construct deals extra damage equal to its Hit Dice to this target until the target is dead, the construct’s duration is destroyed, expired, or dismissed, or the psion who constructed it rests to regain daily psi points.
As a standard action during its turn each round, a Large 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 Dexterity save (DC 10 + 1/2 astral construct’s Hit Dice + construct’s Str modifier) to negate the damage, or it can instead choose to make an attack of opportunity at a disadvantage.
Tech Construct Menu C
A psion creating a 7th-level, 8th-level, or 9th-level 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.)
The construct has blindsight out to 60 feet.
The construct has the improved grab ability with its slam attack. In addition, on a successful grapple, the construct deals damage equal to its slam damage.
The construct can take a bonus action to teleport up to 20 feet to an unoccupied space you can see, and its speed is reduced to 0 until the end of the turn.
The construct can manifest energy beam (psion level 5th) as a standard action once per round. The creator’s active energy type determines the type of energy used.
The construct gains an extra 30 hit points.
Extreme Damage Reduction
The construct’s surface forms hard, armor-like plates and provides an additional 6 points of damage reduction.
The construct gains a +8 bonus to Armor Class.
The construct is constantly invisible, even when attacking. This ability is inherent and not subject to the invisibility purge spell.
The construct gains power resistance equal to 10 + its Hit Dice.
The 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). A 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.
The construct move attack and then move again without provoking an attack of opportunity.
The construct can attack all enemies within 5 feet of it. It rolls separately versus each enemy’s AC. Any successful attack hits and damages normally.