Ectoplasmic TaskerMetacreativity (Creation)Level: Shaper 2, Wilder 2
Display: Visual; see text
Manifesting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One Ectoplasmic Tasker
Duration: 1 hour/level
Saving Throw: None
Power Resistance: No
Power Points: 3
This power creates one 1st-level Ectoplasmic Tasker of loosely-bound ectoplasm that performs simple tasks for you. It appears where you designate and acts immediately, on your turn. It follows your orders to the best of its abilities, but can only perform one task at a time, such as carrying an object or opening a door, and therefor, alongside lacking natural weapons, cannot fight effectively as it can only use Unarmed Strikes, due to carrying a weapon being an additional task, and can only be directed to attack a specific target. As a swift action, you can direct it to perform a different task.
Ectoplasmic Taskers count as Astral Constructs of one level lower for feats, Powers, class features, and other abilities or effects that specifically affect Astral Constructs, such as Boost Construct or Ecto Protection, and this power counts as Astral Construct for prerequisites.
Augment:For every 3 additional PP you spend, you may create an additional Ectoplasmic Tasker or increase the level of all Ectoplasmic Taskers by one, up to four Ectoplasmic Taskers and 6th level. No two Ectoplasmic Taskers can be more than 30 ft. apart when created.
A manifester creating a 1st-level ectoplasmic tasker can choose one special ability from this menu, and a manifester creating a 2nd-level Ectoplasmic Tasker can choose two.
Expansion (Ps)
The ectoplasmic tasker can manifest Expansion (manifester level equal to hit dice) as a standard action once per day.
Improved Fly (Ex)
The ectoplasmic tasker has physical wings and a fly speed of 40 ft. (Average)
Improved Grapple (Ex)
The ectoplasmic tasker gains the Improved Grapple feat.
Shimmering Amorpha (Su)
The ectoplasmic tasker is nearly transparent and particularly amorphous, gaining a +10 bonus on Hide and Move Silently checks.
Stable Grounding (Ex)
The ectoplasmic tasker has additional pairs of legs, feet with exceptional traction, or otherwise has a more robust stance, counting as quadrupedal even if not truly so.
Swim (Ex)
The ectoplasmic tasker is streamlined and sharklike, and gains a swim speed of 30 ft.
A manifester creating a 3rd-level ectoplasmic tasker can choose one special ability from this menu, and a manifester creating a 4th-level Ectoplasmic Tasker can choose two. Alternatively, the tasker can have two special abilities from Menu A
Ectoplasmic Repair (Ps)
The ectoplasmic tasker can manifest Ectoplasmic RepairMind's Eye (manifester level equal to hit dice) once per day
Improved Unarmed Strike (Ex)
The ectoplasmic tasker gains the Improved Unarmed Strike feat.
Sharded Skill (Ex)
The ectoplasmic tasker gains the skill ranks of one skill its creator is trained in. This can be taken multiple times, each time applying to a different skill.
Item Completion (Su)
The ectoplasmic tasker can repeat the rote workload of creating items, both mundane and Psionic, on its creator's behalf. After spending one hour of work, making the appropriate skill checks, manifesting any appropriate powers, and spending the required GP and XP, the tasker's creator can leave the tasker to perform the task until its duration expires, at which point they must continue the process with another tasker or resume doing it personally.
Multitasking (Ex)
The ectoplasmic tasker is formed with redundant command functions, allowing it to recall an additional command and begin it with extreme rapidity. The creator must specify if the additional command capacity is simultaneous, allowing the ectoplasmic tasker to carry multiple discrete objects or perform another task while carrying an object or creature, or responsive, allowing the creator to specify switching tasks as a readied action, including a Standard or Move Action to perform as an Immediate Action. This may be taken multiple times, each time repeating the choices.
Muscle (Ex)
The ectoplasmic tasker gains a +4 bonus to its Strength score
A manifester creating a 5th-level ectoplasmic tasker can choose one special ability from this menu, and a manifester creating a 6th-level Ectoplasmic Tasker can choose two. Alternatively, the tasker 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.)
Constrict (Ex)
The ectoplasmic tasker has the improved grab ability with its unarmed strikes. In addition, on a successful grapple check, the astral construct deals damage equal to its unarmed strike damage.
Ectoplasmic Form (Ps)
The ectoplasmic tasker can manifest Ectoplasmic Form (manifester level 5th) as a standard action once per round.
Enormity (Ex)
The ectoplasmic tasker is one size larger
Natural Invisibility (Su)
The ectoplasmic tasker is constantly invisible, even when attacking. This ability is inherent and not subject to the invisibility purge spell.
Power Resistance (Ex)
The ectoplasmic tasker gains power resistance equal to 10 + its Hit Dice.
Repair Construct (Ps)
The ectoplasmic tasker can manifest Psionic Repair Construct (manifester level equal to hit dice) once per day.
Size/type: Small Construct
Hit Dice: 1/2 d10+10 (12hp)
Initiative: +1
Speed: 35 ft. (7 squares), Fly 20 ft. (Average)
Armor Class: 12 (+1 Dex, +1 size), touch 12, flat-footed 11
Base Attack/Grapple: +0/-3
Attack: Unarmed Strike -2 melee (1d2+1)
Full Attack: Unarmed Strike -2 melee (1d2+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: One ability from Menu A, Construct traits, Diffuse Ectoplasm, Singular Task
Saves: Fort +0, Ref +1, Will +1
Abilities: Str 12, Dex 12, Con Ø, Int Ø, Wis 13, Cha 6
Skills: -
Feats: -
Environment: Any
Organization: Solitary
Challenge Rating: 1/4
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: -
Size/type: Small Construct
Hit Dice: 1d10+10 (15 hp)
Initiative: +2
Speed: 40 ft. (8 squares), Fly 20 ft. (Average)
Armor Class: 13 (2 Dex, +1 size), touch 12, flat-footed 10
Base Attack/Grapple: +0/-1
Attack: Unarmed Strike -1 (1d2+2)
Full Attack: Unarmed Strike -1 (1d2+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Two abilities from Menu A, Construct traits, Diffuse Ectoplasm, Singular Task
Saves: Fort +0, Ref +2, Will +1
Abilities: Str 15, Dex 14, Con Ø, Int Ø, Wis 13, Cha 6
Skills: -
Feats: -
Environment: Any
Organization: Solitary
Challenge Rating: 1/2
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: -
Size/type: Medium Construct
Hit Dice: 2d10+20 (31 hp)
Initiative: +3
Speed: 45 ft. (9 squares), Fly 20 ft. (Average)
Armor Class: 13 (+3 dex), touch 13, flat-footed 10
Base Attack/Grapple: +1/+4
Attack: Unarmed Strike +1 (1d3+4)
Full Attack: Unarmed Strike +1 (1d3+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: One ability from Menu B, Construct traits, Diffuse Ectoplasm, Singular Task
Saves: Fort +0, Ref +3, Will +1
Abilities: Str 18, Dex 16, Con Ø, Int Ø, Wis 13, Cha 6
Skills: -
Feats: -
Environment: Any
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: -
Size/type: Medium Construct
Hit Dice: 3d10+20 (36 hp)
Initiative: +4
Speed: 50 ft. (10 squares), Fly 20 ft. (Average)
Armor Class: 15 (+4 Dex, +1 natural), touch 14, flat-footed 11
Base Attack/Grapple: +2/+8
Attack: Unarmed Strike +4 (1d3+6)
Full Attack: Unarmed Strike +4 (1d3+6)
Space/Reach: 5 ft./10 ft.
Special Attacks: -
Special Qualities: Two abilities from Menu B, Construct traits, Diffuse Ectoplasm, Singular Task
Saves: Fort +1, Ref +5, Will +2
Abilities: Str 22, Dex 18, Con Ø, Int Ø, Wis 13, Cha 6
Skills: -
Feats: -
Environment: Any
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: -
Size/type: Large Construct
Hit Dice: 3d10+30 (46 hp)
Initiative: +5
Speed: 55 ft. (11 squares), Fly 20 ft. (Average)
Armor Class: 16 (5 Dex, +2 natural, -1 size), touch 14, flat-footed 11
Base Attack/Grapple: +2/+14
Attack: Unarmed Strike +6 (1d6+8)
Full Attack: Unarmed Strike +6 (1d6+8)
Space/Reach: 10 ft./10 ft.
Special Attacks: -
Special Qualities: One ability from Menu C, Construct Traits, Diffuse Ectoplasm, Singular Task
Saves: +1 Fort, +6 Ref, +2 Will
Abilities: Str 26, Dex 20, Con Ø, Int Ø, Wis 13, Cha 6
Skills: -
Feats: -
Environment: Any
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: -
Size/type: Large Construct
Hit Dice: 7d10+30 (68 hp)
Initiative: +4
Speed: 50 ft. (10 squares), Fly 20 ft. (Average)
Armor Class: 14 (3 Dex, +2 natural, -1 size), touch 12, flat-footed 10
Base Attack/Grapple: +5/+17
Attack: Unarmed Strike +11 (1d6+10)
Full Attack: Unarmed Strike +11 (1d6+10)
Space/Reach: 10 ft./10 ft.
Special Attacks: -
Special Qualities: Two abilities from Menu C, Construct Traits, Diffuse Ectoplasm, Singular Task
Saves: +2 Fort, +5 Ref, +3 Will
Abilities: Str 30, Dex 16, Con Ø, Int Ø, Wis 13, Cha 6
Skills: -
Feats: -
Environment: Any
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: -
Despite its listing, Ectoplasmic Taskers are not proficient with their Unarmed Strike, and thus cannot deal lethal damage and suffer a -4 nonproficiency penalty.
Diffuse Ectoplasm (Ex): Ectoplasmic Taskers are not wholly solid creatures, offering some benefits of incorporeality without being wholly unable to interact with their surroundings. Any Slashing, Piercing, or Bludgeoning damage they take is reduced by 1/2, they can pass through small holes or openings as if two sizes smaller, can fly without physical wings, and other creatures can pass through their space as if they were not present. However, to carry more than a Light load, they must concentrate their substance in more rigid structures, losing these benefits, and they cannot carry a Heavy load.
Singular Task (Ex): Ectoplasmic Taskers are extremely simple automatons, unable to interpret orders with breadth much beyond holding a single object while moving to another location. Consequently, the most complex function in combat they are capable of is being ordered to take the first creature they see that does not control them to another location, attempting to Grapple it and then moving with the creature to the location specified. They can also be directed to Pin this creature, or attempt to attack it with their Unarmed Strike.