1001 Astral constructs uses & new powers [Archive] - Wizards Community

Post/Author/DateTimePost
heavenisme

11-24-07, 02:30 PM
Thinkining of new way's to use astral constructs & new astral construct powers.

1. Astral Clone (8th level power)
This power makes an inert permanent duplicate of a creature, or yourself, a portion of your mind immediately transfers to the astral clone, creating a replacement.
1pp augment gives +1 hd to the creature.

2. Eye of the construct (1st level power)
You can see from your constructs eyes as easily as your own.
1pp augment to use powers from the construct.

3. Touch of the construct(Feat)
You can use your construct for your touch attacks.

4. Mirror construct(2nd level power)
This power makes an astral illusion around you which mimic's your every move, you cannot be damaged until it's destroyed.
1pp augment creates another one.
heavenisme

11-26-07, 07:46 AM
5. Astral giant (2nd level power)
This power makes your astral construct one size category larger.
Augment for every 2pp you augment your construct the size catagory is increased by one.

6. Astral Intelligence Data(2nd level power)
Your astral construct is speaks and is quite intelligent. Your construct can now deduce mysterys for you comming up with the most logical answer his advanced astral mind can think of. Make an INT check to answer any question.(DM decides the DC of info)

7. Astral Slave (2rd level power)
Your astral construct has an unlimited duration.

8. Astral illusion (3nd level power)
Your astral construct is like the spell phantasmal force, but cannot be disbelieved until its HP are depleted.
Augment for every power point you spend the dc to disbelieve the construct goes up by one.

9. Elemental Construct (3rd level power)
Your 5th lv construct gets the elemental template of your choice and is endowed with the paraelemental power metapsionic feat it deals the elemental damage of your choice.
Augment for every 2pp you augment this power adds 1 HD more elemental & 1 Level more to the construct.
heavenisme

11-27-07, 07:41 AM
10. Astral dummy (Technique)
Have your construct open all doors, chests, and spring traps.

11. Astral light bulb (Technique)
Put a sunrod on a rope necklace and send your construct 30-50ft ahead.

12. Astral bomb (Technique)
1. Give your astral construct a bag full of alcamists fire, acid, smoke sticks, thunder stones, spark stones, and other nasty stuff like iron caltrops.
2. Then choose the fly option and have him crash into the enemy boss exploding into a loud bang!

13. Astral Poision Siker(Technique)
1. Use minor creation to make some deadly plant poisions.
2. Get lots of caltrops and place them on the construct when you shape him.
3. Then pour the poison over your construct.
4. Anyone he attacks will be poisioned and any who attack him with natural weapons will take dmg from the caltrops and poision.
heavenisme

11-27-07, 01:44 PM
Cmon shapers join in..

Ghost Construct (4th level power)
You create a standard 7th level construct but it now has a etherial properties of a ghost.
Augment 2pp gives it one more ghost special ability.
Suspect_Unusual

11-29-07, 03:46 PM
Try fully typing out each power, including how it interacts with the Astral Construct power (Is it a separate power, or does it work like Ecto Protection? What's the manifesting time? What does it actually DO, ie what are the full mechanics of it?).

Then you'll get people commenting on them, and perhaps adding some of their own.


My 2 cents: some of the powers you suggest offer new mechanics, but quite a few don't - they just offer alternative ways to get Menu Choices. If it's offered as a Menu Choice, I honestly don't think it should be available through using additional powers either.
heavenisme

12-01-07, 09:46 AM
Try fully typing out each power, including how it interacts with the Astral Construct power (Is it a separate power, or does it work like Ecto Protection?

Yeah your right, but I am just thinking of ideas for powers on the fly cause i'm bored... I'm way to lazy, and not so serious that I want to type out the times, specifics, and stuff. I figure if someone wants to make use in a game they can do all that themselves. This is just for kicks....

My 2 cents: some of the powers you suggest offer new mechanics, but quite a few don't - they just offer alternative ways to get Menu Choices. If it's offered as a Menu Choice, I honestly don't think it should be available through using additional powers either.

Yeah your totally right, now that I look at the menu's.... Guess I am just a total spaaazzzzz:confused:

Well let me not be off thread topic:

11. Astral Jerk(2nd Level Power)
Your construct utters telepathic obsinitys at your enemys within 30ft making them all take a DC 15 saving throw or stop whatever they were doing & only attack your construct. They will continue to do so until it is destroyed, using their most powerful attacks against it.
Augment: For every 1pp you spend the DC goes up by one
heavenisme

12-02-07, 02:29 AM
12. Astral monster(2nd level power)
Your astral construct is now a 3 HD monster you have knowledge of. Add the template of the monster to your normal construct, making your construct 4HD. The construct gets all special abilitys, spells and powers of the actual creature.
Augment: For every 2pp more you spend the HD of the monster increases & your constructs level goes up by one.

13. CloudKill Construct(5th level power)
You create a 9th level construct now is surrounded by a cloudkill(same as spell). The construct can see through the cloud without difficulty. He gains complete concealment as others can only see a billowing cloud of noxious smoke approaching.
Note:You are immune to the smoke.
Augment:For every 1pp you use the clouds fumes strengthen +2 dmg & +5radius.
heavenisme

12-02-07, 02:41 AM
14. Astral girlfriend(Technique)
Make a craft check to make your construct into a beautiful serving wench to fufill your every need..... Do your laundry, clean the house, rubb your back, table dance, do funny tricks for you, love doll when your lonley....

15. Astral Pimp(Technique)
Same as above but now you lend out your construct to desperate Johns who cant get no lovin.... You rake in the cash!

16. Astral Demolition(Technique)
Houses need collapsing, just have your construct smash them down for a fair price.

17. Astral hustler(technique)
Sign up your astral construct in a local strongman competition, place bets on who will win a arm wrestling competion.
Tempest Stormwind

12-02-07, 02:48 AM
Dude, you're not making any sense whatsoever.

First, you don't need this many new powers. Shapers get so few powers in general that it hurts to spend that many on your constructs, lest you be a total one-trick pony. (My own shaper is rather dedicated to this sort of thing and even she has only three powers that create or require astral constructs: Astral Construct, Impresa (Hyperconscious), and Astral Drone (a homebrew power that creates a mobile camera/hand similar to a psicrystal that moves as you concentrate on it). That's *it* -- and the rest of her powers are already all necessary to fill the "mage" role in the party!)

Furthermore most of these "powers" are essentially menu choices or uses of Craft, and most are horribly balanced.

If you want new shaper support, consider Untapped Potential (Ectoskeleton, Astral Juggernaut, Phenotype Impressionist) or Hyperconscious (Stabilize Construct, Dream of the Real, Impresa (!!), and Durable Construct (which is of dubious balance but the rest are fine)).
heavenisme

12-02-07, 02:56 AM
Dude, you're not making any sense whatsoever.

First, you don't need this many new powers. Shapers get so few powers in general that it hurts to spend that many on your constructs, lest you be a total one-trick pony. (My own shaper is rather dedicated to this sort of thing and even she has only three powers that create or require astral constructs: Astral Construct, Impresa (Hyperconscious), and Astral Drone (a homebrew power that creates a mobile camera/hand similar to a psicrystal that moves as you concentrate on it). That's *it* -- and the rest of her powers are already all necessary to fill the "mage" role in the party!)

Furthermore most of these "powers" are essentially menu choices or uses of Craft, and most are horribly balanced.

If you want new shaper support, consider Untapped Potential (Ectoskeleton, Astral Juggernaut, Phenotype Impressionist) or Hyperconscious (Stabilize Construct, Dream of the Real, Impresa (!!), and Durable Construct (which is of dubious balance but the rest are fine)).

1. Yeah your right some of the powers are menu choices, my mistake. Just doin stuff cause i'm bored..... This thread is just for fun dude...

2. As for the other powers you mentioned could you post them? I don't have Hyperconscious, and don't plan on buying it.

3. I think I went back and changed some of the powers, so there no longer on the menu list.

Sooo not to be off topic.....

18. Astral Reformation(4th Level power)
You create a 7th level construct that now has the psionic reformation power. You may select any feats for it when creating it which are locked in.
Augment: For every point you augment this construct it may swap out any one feat it has as & adds +1 to its level.
heavenisme

12-02-07, 03:47 AM
19. Astral doppleganger frame(technique)
Pick someone you don't like craft your construct to look just like them. Commit some crimes in broad daylight then dismiss your construct before he is caught by the local authoritys. That person will be throughly framed...
Suspect_Unusual

12-02-07, 01:10 PM
1. Yeah your right some of the powers are menu choices, my mistake. Just doin stuff cause i'm bored..... This thread is just for fun dude...

2. As for the other powers you mentioned could you post them? I don't have Hyperconscious, and don't plan on buying it.

3. I think I went back and changed some of the powers, so there no longer on the menu list.

Sooo not to be off topic.....

18. Astral Reformation(4th Level power)
You create a 7th level construct that now has the psionic reformation power. You may select any feats for it when creating it which are locked in.
Augment: For every point you augment this construct it may swap out any one feat it has as & adds +1 to its level.

Um... Astral Constructs don't have a feat progression? Are you giving them a feat progression, or what?
SilentOne

12-02-07, 01:21 PM
Plus there's the fact that he just doubled the speed of the construct progression, with a +1 AC level/ppt augment.
Suspect_Unusual

12-02-07, 04:54 PM
19. Astral doppleganger frame(technique)
Pick someone you don't like craft your construct to look just like them. Commit some crimes in broad daylight then dismiss your construct before he is caught by the local authoritys. That person will be throughly framed...

Astral Constructs, SRD:
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.
heavenisme

12-03-07, 12:32 AM
20. Astral Predator & Terminator(Technique)
Choose inproved invisibility for your construct, put your psi crystal on it's shoulder. Keep telepathic communication with your psicrystal to give your construct orders. Blast anything that moves with the psicrystal & reform another construct with the psicrystal of the first one is destroyed.

21. Astral Psicrystal "The Big Hit" (Technique)
Use metamorphis on your psicrystal, and send it on rampage, with all your powers.
It's important to note, that sipping tea and telling your friends what you plan on doing on your next vacation with all your loot is essential, while your psicrystal astral construct does all the real adventure work.