Astral Construct for flight? [Archive] - Wizards Community

Post/Author/DateTimePost
Psionx

07-14-07, 01:39 AM
1st level character manifesting astral construct with flight capability. Its small so it can carry 150 lbs max and move 15ft in the one round I create it. I dump all my equipment beforehand and my character happens to weigh under 150 lbs, even though my character is medium size, can it carry me 15 feet to the other side of a pit so I can extend a drawbridge? I didn't feel like making a jump check...
Millenia

07-14-07, 02:04 AM
According to this (http://www.d20srd.org/srd/specialAbilities.htm#fly): "A creature with a fly speed can move through the air at the indicated speed if carrying no more than a light load."

As such, you cannot use the Astral Construct to fly you to the other side. However, you can just instruct the AC do it for you.
Psionx

07-14-07, 04:00 AM
Well, considering the severe limitations on 1 round it would have been infeasible, but with a little fudging it was made 'acceptable' for ingenuity. Thanks anyway, didn't know that about flying.
Millenia

07-14-07, 04:21 AM
You're welcome. Glad to have enlightened you on a rule. ^_^;
The_Ditto

07-14-07, 12:03 PM
Yeah, playing my Wilder / Constructor I didn't find it feasable to use constructs as "ferries" until I could get the medium ones that were (barely) strong enough to keep the light load ... it's tricky .. but once you get into the large ones, it helps ...
(definitely look at the Muscle menu option ... helps alot there!!)
But that is higher level .. :tiphat:
rilem

07-14-07, 02:41 PM
What about using Skin of the Construct feat -- grabbing the flight power for yourself? I've considered using this as a way to increase a Wilder's flexibility -- granting fly and swim speeds when needed, as well as some useful feats. Not really worthwhile 'til mid-levels, though, unless you get extend power.
Tempest Stormwind

07-14-07, 02:49 PM
Yeah, playing my Wilder / Constructor I didn't find it feasable to use constructs as "ferries" until I could get the medium ones that were (barely) strong enough to keep the light load ... it's tricky .. but once you get into the large ones, it helps ...
(definitely look at the Muscle menu option ... helps alot there!!)
But that is higher level .. :tiphat:

One of the other hidden benefits of playing a Small character. My shaper (a halfling) weighs a mere 29 pounds (something like 35 with her gear), which is well within even a first-level astral construct's light load. (The issue there is size; I had to wait until AC2 before I could get "mounts"...).

What about using Skin of the Construct feat -- grabbing the flight power for yourself? I've considered using this as a way to increase a Wilder's flexibility -- granting fly and swim speeds when needed, as well as some useful feats. Not really worthwhile 'til mid-levels, though, unless you get extend power.

It's a weak feat even at the later levels. At low levels, the duration's too short. At higher levels, it doesn't scale.

That's where things like the Astral Zealot (Hyperconscious), the Ectoskeleton power (Untapped Potential), and of course the Astral Juggernaut (also UTP) come into play.
rilem

07-14-07, 03:15 PM
Yes, I suppose that true; were there more Menu A options or a way to pull higher-level menus at a certain ML or Hit Dice level it might work, but as is you're right that in most cases another feat would be much better.