Summoning Rules

A summoning creature's base strength is based on the highest level of Jutsu available to the caster, as shown on the table above. On top of this, each creature summoned has a pool of bonus points equal to the caster level times the charisma modifier of the caster (level 15th jutsu caster with a 20 charisma would summon a creature with 75 points 15 \* 5). These points can be used to modify the animals in several ways:

* 2 points can grant your summon an additional 1 HD, increasing the animal's base attack bonus, saves, health, and caster level of any Jutsu or abilities it has.
* 1 point can increase base attack bonus, or a save by 2.
* 1 point can increase any stat by 2
* Adding an ability from Menu A costs 2 points, Menu B 4 points, Menu C 6 points

## Ability Menus

### Menu A

A manifester creating a 1st-level, 2nd-level, or 3rd-level animal can choose one special ability from this menu.

##### Buff (Ex)

The astral construct gains an extra 5 hit points.

##### Celerity (Ex)

The astral construct’s land speed is increased by 10 feet.

##### Cleave (Ex)

The astral construct gains the Cleave feat.

##### Deflection (Ex)

The astral construct gains a +1 deflection bonus to Armor Class.

##### Fly (Ex)

The astral construct has physical wings and a fly speed of 20 feet (average).

##### Improved Bull Rush (Ex)

The astral construct gains the Improved Bull Rush feat.

##### Improved Slam Attack (Ex)

The astral construct gains the Improved Natural Attack feat.

##### Mobility (Ex)

The astral construct gains the Mobility feat.

##### Power Attack (Ex)

The astral construct gains the Power Attack feat.

##### Resistance (Ex)

Choose one of the following energy types: fire, cold, acid, electricity, or sonic. The astral construct gains resistance 5 against that energy type.

##### Swim (Ex)

The astral construct is streamlined and sharklike, and gains a swim speed of 30 feet.

##### Trip (Ex)

If the astral construct hits with a slam attack, it can attempt to trip the opponent as a free action without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the summoned animal.

Jutsu caster:

The summoned animal can cast a single Jutsu from rank E-C as a spell-like ability usable 3/day. This Jutsu can be of any nature, but using a nature that the caster can't use themselves increases the point cost of this ability by 1.

### Menu B

A manifester creating a 4th-level, 5th-level, or 6th-level astral construct can choose one special ability from this menu. Alternatively, the construct can have two special abilities from Menu A.

##### Energy Touch (Ex)

If you are a kineticist with the Expanded Knowledge feat tied to this power, the astral construct’s physical attacks are wreathed in your energy type, dealing an extra 1d6 points of energy damage. Otherwise, the astral construct deals an extra 1d4 points of damage of an energy type you choose (fire, cold, acid, or electricity) when you manifest the construct.

##### Extra Attack

If the astral construct is Medium or smaller, it gains two slam attacks instead of one when it makes a full attack. Its bonus on damage rolls for each attack is equal to its Strength modifier, not its Strength modifier × 1½. If the astral construct is Large or larger, it gains three slams instead of two when it makes a full attack. Its attacks are otherwise unchanged.

##### Fast Healing (Ex)

The astral construct heals 2 hit points each round. It is still immediately destroyed when it reaches 0 hit points.

##### Heavy Deflection (Ex)

The astral construct gains a +4 deflection bonus to Armor Class.

##### Improved Buff (Ex)

The astral construct gains an extra 15 hit points.

##### Improved Critical (Ex)

The astral construct gains the Improved Critical feat with its slam attacks.

##### Improved Damage Reduction (Ex)

The astral construct’s surface forms a hard carapace and provides an additional 3 points of damage reduction (or damage reduction 3/magic if it does not already have damage reduction).

##### Improved Fly (Ex)

The astral construct has physical wings and a fly speed of 40 feet (average).

##### Improved Grab (Ex)

To use this ability, the construct must hit with its slam attack. A construct can use this ability only on a target that is at least one size smaller than itself.

##### Improved Swim

The astral construct is streamlined and sharklike, and gains a swim speed of 60 feet.

##### Muscle (Ex)

The astral construct gains a +4 bonus to its Strength score.

##### Poison Touch (Ex)

If the astral construct hits with a melee attack, the target must make an initial Fortitude save (DC 10 + ½ astral construct’s HD + astral construct’s Cha modifier) or take 1 point of Constitution damage. One minute later, the target must save again or take 1d2 points of Constitution damage.

##### Pounce (Ex)

If the astral construct charges a foe, it can make a full attack.

##### Smite (Su)

Once per day the astral construct can make one attack that deals extra damage equal to its Hit Dice.

##### Trample (Ex)

As a standard action during its turn each round, a Large or larger astral 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 Reflex save (DC 10 + ½ astral construct’s Hit Dice + astral construct’s Str modifier) to negate the damage, or it can instead choose to make an attack of opportunity at a -4 penalty.

Jutsu caster:

The summoned animal can cast a single Jutsu from rank B-A as a spell-like ability usable 3/day. This Jutsu can be of any nature, but using a nature that the caster can't use themselves increases the point cost of this ability by 1.

###  Menu C

A manifester creating a 7th-level, 8th-level, or 9th-level astral 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.)

##### Blindsight (Ex)

The astral construct has blindsight out to 60 feet.

##### Concussion (Ps)

The astral construct can manifest concussion blast (manifester level 7th) as a free action once per round.

##### Constrict (Ex)

The astral construct has the improved grab ability with its slam attack. In addition, on a successful grapple check, the astral construct deals damage equal to its slam damage.

##### Dimension Slide (Ps)

The astral construct can manifest dimension slide (manifester level equal to Hit Dice) as a move action once per round.

##### Energy Bolt (Ps)

The astral construct can manifest energy bolt (manifester level 8th) as a standard action once per round. The creator sets the energy type that the astral construct can manifest when he creates it.

##### Extra Buff (Ex)

The astral construct gains an extra 30 hit points.

##### Extreme Damage Reduction (Ex)

The astral construct’s surface forms hard, armor-like plates and provides an additional 6 points of damage reduction.

##### Extreme Deflection (Ex)

The astral construct gains a +8 deflection bonus to Armor Class.

##### Natural Invisibility (Su)

The astral construct is constantly invisible, even when attacking. This ability is inherent and not subject to the invisibility purge spell.

##### Power Resistance (Ex)

The astral construct gains power resistance equal to 10 + its Hit Dice.

##### Rend (Ex)

The astral 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). An astral construct that hits the same opponent with two claw attacks in the same round rends its foe, which deals extra damage equal to 2d6 + 1½ times its Str modifier.

##### Spring Attack (Ex)

The astral construct gains the Spring Attack feat.

##### Whirlwind Attack (Ex)

The astral construct gains the Whirlwind Attack feat.

Jutsu caster:

The summoned animal can cast a single Jutsu from rank S or Kinjutsu as a spell-like ability usable 3/day. This Jutsu can be of any nature, but using a nature that the caster can't use themselves increases the point cost of this ability by 1.