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Psychic Constructs (Creation Details)

Started by Bynw, 22 May 2019, 10:31:15

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Bynw

Psychic constructs are artificial creatures made of psychic energy.  They are invisible, intangible collections of preprogrammed psychic abilities capable of carrying out certain independent tasks.  A psychic construct has certain abilities and costs the creator XP or Valor based on the qualities it is given.  All psychic constructs have the incorporeal sub-type.

Hit Dice:  d8.  A psychic construct can have hit dice up to its creator's total hit dice

Speed: Psychic constructs can fly at a speed of 30 feet with perfect maneuverability.

AC: Psychic constructs have a base AC of 10, with a deflection bonus equal to their CHA bonus.

Attacks: Psychic constructs cannot make physical attacks.  They have an attack bonus equal to their creator's for cases where an atack roll is called for.

Damage:  Psychic constructs cannot do physical damage except through the use of psionic skills.

Special Attacks: A psychic construct has no innate special atacks, but it can possess psionic skills that grant it special attacks.

Special Qualities:  A psychic construct has the following special qualities:  construct traits (see MM) and invisibility (see 'special abilities' in DMG)

Saves:  The same as their creator's base saving throws, modified by the construct's own ability modifiers.  Psychic constructs are immune to effects that call for a Fort Save.

Abilities: Psychic constructs have no STR, CON, or INT scores.  Their DEX, WIS and CHA start out at 10 and can be increased by their creator.  The creator can also give the cosntruct INT by buying it up from 0.  The construct's ability scores cannot exceed those of its creator.

Skills:  Psychic constructs start out with no skills, but can be given skills by their creator.  The creator can only give skills that he possesses, and only up to his own rank in the skill.  This includes any psionic skills the creator possesses.

Feats:  Psychic constructs start out with no feats, but the creator can give a construct feats.  Psychic constructs do not require psionic talent feats to have psionic skills, but they can have other feats.  The creator can only give a construct feats that he possesses.

Psionic Skill Use:  Psychic constructs can use any psionic skills they possess.  They have a pool of strain points equal to their hit points, which they recover at a rate equal to the constructs HD per hour of inactivity.  Once a psychic construct has exhaused its pool of strain points, it cannot use psionic skills until they recover.

Challenge Rating: Equal to the construct's HD.

PSYCHIC CONSTRUCT XP COSTS

Hit Dice (d8) - 100 XP per HD
Ability Score Increase - Increase squared x 20
Skill (including psionic skills) - Skill rank squared
Feat - 100 XP per feat

Modifiers:
Permanent lifespan - Base cost x 2
One year lifespan - Base cost x 1
One month lifespan - Base cost x 1/2
One week lifespan - Base cost x 1/4
One day lifespan - Base cost x 1/10
One hour lifespan - Base cost x 1/25

- The XP cost above does not take into account the modified XP rules from the Unearthed Arcana and will need to be modified for the actual total result. For every 100 XP it takes 1 day to create the construct.

Valor cost of the constructs will very from 1 to 3 Valor points.
Bynw da GM
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