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Dnd the ancient war PC Judas Priest
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==== Statistics per Level ==== 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. '''1st-Level''' (Small Construct); HD 1d10+10; '''hp 15''' '''Init''' +2; '''Spd''' 30 ft.; '''Space/Reach''' 5 ft./5 ft. '''AC''' 18 (+1 size, +2 Dex, +5 natural), touch 13, flatfooted 16 Base Att +2; Grp -1; '''Att''' Slam +3 melee (1d4+3 bludgeoning) '''Full Att''' -; '''SA''' -; '''SQ''' One ability from Menu A, construct traits, darkvision 60 ft., low-light vision; '''AL''' N; SV '''Fort +0, Ref +2, Will +0''' Str 15, Dex 15, Con -, Int -, Wis 11, Cha 10 '''2nd-Level''' (Medium Construct); HD 2d10+20; '''hp 31''' '''Init''' +2; Spd 40 ft.; Space/Reach 5 ft./5 ft. AC 18 (+2 Dex, +6 natural), touch 12, flatfooted 16 Base Att +3; Grp +4; '''Att''' Slam +4 melee (1d6+4 bludgeoning) '''Full Att''' -; '''SA''' -; '''SQ''' One ability from Menu A, construct traits, darkvision 60 ft., low-light vision; ''' AL''' N; SV '''Fort +0, Ref +2, Will +0''' Str 17, Dex 15, Con -, Int -, Wis 11, Cha 10 '''3rd-Level''' (Medium Construct); HD 3d10+20; '''hp 36''' '''Init''' +2; Spd 40 ft.; Space/Reach 5 ft./5 ft. AC 20 (+2 Dex, +8 natural), touch 12, flatfooted 18 Base Att +4; Grp +7; '''Att''' Slam +7 melee (1d6+7 bludgeoning) '''Full Att''' -; '''SA''' -; '''SQ''' One ability from Menu A, construct traits, darkvision 60 ft., low-light vision; ''' AL''' N; SV '''Fort +1, Ref +3, Will +1''' Str 21, Dex 15, Con -, Int -, Wis 11, Cha 10 '''4th-Level''' (Medium Construct); HD 5d10+20; '''hp 47''' '''Init''' +2; Spd 40 ft.; Space/Reach 5 ft./5 ft. AC 22 (+2 Dex, +10 natural), touch 12, flatfooted 18 Base Att +5; Grp +10; '''Att''' Slam +10 melee (1d6+10 bludgeoning) '''Full Att''' -; '''SA''' -; '''SQ''' One ability from Menu B, construct traits, darkvision 60 ft., low-light vision; ''' AL''' N; SV '''Fort +1, Ref +3, Will +1''' Str 25, Dex 15, Con -, Int -, Wis 11, Cha 10 '''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 critical hits, 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 begins to manifest the astral construct power, he chooses one or more special abilities from a menu of abilities appropriate to that level of astral construct.
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