Sentient Construct
HP / Level | 10 | BAB | Good | Skills | 5 |
---|---|---|---|---|---|
Fort | Ref | Will | |||
Good | Poor | Good | |||
KOM | Int | KDM | Dex |
Sentient Construct
+2 Con +2 Int or Dex -2 Cha |
[Average] size [Construct] type |
---|---|
[Darkvision] | |
Bonus Feats | Wake Recon By Will Sustained |
Sentient Constructs vary in form and function much like normal constructs, but are self-aware and capable of reasoning. In fact, most Sentient Constructs are extremely capable of reasoning, if not particularly charismatic.
Circles
1st Circle - Sturdy FrameEX
Select one of the following abilities (this choice is permanent):
- Hard to Break: Once per [Encounter], if you make a successful Fortitude or Will save against an effect that would normally have a lesser effect on a successful save (such as a spell with a save of "Fortitude half"), you instead ignore the effect entirely.
- Harder, Better, Faster, Stronger: You gain a +1 bonus to all damage for every circle of this track that you possess, and a 5 ft. bonus to your movement speed for every even circle of this track that you possess. You also gain a +2 bonus to saves against combat maneuvers.
2nd Circle - Built to LastEX
Select one of the following abilities (this choice is permanent):
- Nanites: You gain [Fast healing] equal to your Key Defensive Modifier.
- Heavy Metal: As a standard action, you deal damage equal to your character level + your Key Offensive Modifier to every opponent in [Melee] range. Opponents dealt damage by this ability are [Knocked down]. A successful Reflex save (DC 10 + 1/2 your level + your Key Offensive Modifier) negates being [Knocked down].
3rd Circle - Onboard RadarEX
Select one of the following abilities (this choice is permanent):
- Sensor Suite: Your advanced senses enable you to penetrate illusions that would fool organic creatures. You gain [Immunity] to effects with the [Figment] descriptor. You also gain [Tremorsense] out to [Close] range and [Blindsight] out to [Melee] range.
- Targeting System: You gain [Tremorsense] out to [Close] range. Whenever you use [Tremorsense] to image the area, you gain a +2 bonus to attack rolls against any opponent within your [Tremorsense] that [Round], and whenever you deal damage with an attack to an opponent within your [Tremorsense] that [Round], you deal 1d4 additional damage with the [Precision] descriptor per circle of Sentient Construct.
4th Circle - Defensive MatrixEX
Select one of the following abilities (this choice is permanent):
- Spell Disruption: You gain [Resistance] to energy and magic damage.
- Active Stabilizers: You gain [Resistance] to physical damage.
5th Circle - Auxillary SystemsEX
Select one of the following abilities (this choice is permanent):
- Precise Logic: You gain [Immunity] to effects with the [Mind-affecting] descriptor.
- Suppressive Fire: As a move action, you may create a line with a length of your [Medium] range originating from you that deals 2d4 times your Key Offensive Modifier damage to creatures within the area and knocks them [Prone]. A successful Reflex save (DC 10 + 1/2 your level + your KOM) negates the [Prone] condition.
6th Circle - Upgraded ChassisEX
Select one of the following abilities (this choice is permanent):
- Iron Constitution: You gain [Immunity] to the [Bleeding], [Sickened], and [Nauseated] conditions.
- Charged Attack: Once per [Round] as a swift action, you may charge up energy. Whenever you do so, you gain a bonus to damage you deal with attacks or offensive actions equal to your KOM for one [Round]. All damage you deal with attacks or offensive actions during that [Round] also ignores 1 point of [Damage reduction] and [Resistance] per 2 levels you possess, and may inflict the [Burning] and [Bleeding] conditions at your choice.
7th Circle - State of the ArtEX
Select one of the following abilities (this choice is permanent):
- Kinetic Bombardment: As a standard action, you may pick one square within [Medium] range. You deal 15d6 damage to all creatures within your [Close] range from that square. Those creatures lose [Flying] and the the Fly movement mode for two [Rounds]. In addition, creatures dealt damage by this ability are [Blown away] in a direction of your choice. A successful Fortitude save (DC 10 + 1/2 your level + your Key Offensive Modifier) negates being [Blown away].
- Big Finish: Three times per [Encounter], as a move action, the next time you hit an opponent with an attack, that attack deals 4 additional fury damage per level and inflicts the [Battered] condition until the end of the [Encounter], and the [Slowed] condition for two [Rounds]. A successful Fortitude save (DC 10 + 1/2 your level + your Key Offensive Modifier) halves the additional damage and negates the [Slowed] condition. This is a [Death] effect.