Astral Construct that keeps going and going... [Archive] - Wizards Community

Post/Author/DateTimePost
Moosh Nailo

02-24-08, 02:11 AM
Are there any ways to extend the duration of the Astral Construct power? Feats, other powers, what have you. How can it be done?

(Specifically, I got this idea when looking at the Astral Juggernaut in Untapped Potential, but its close enough. I am aware astral construct-specific feats and powers don't mesh, but lets not worry about that.)
Lycanthromancer

02-24-08, 02:19 AM
The 3.5 constructor from Mind's Eye gives you an extended construct that lasts for 1 minute/lvl.

A feat from Hyperconscious allows you a construct that lasts for 10 minutes.

My powers revision has an augment for astral construct for 1 min/lvl, 10 min/lvl, 1 hour/lvl, and 1 day/lvl.

And, of course, there's Extend Power.
Moosh Nailo

02-24-08, 02:23 AM
I was just about to edit saying I'd seen the constructor ability, but you beat me to it! Thanks :)

Hyperconscious is... Malhavok Press? And I remember seeing something about your revisions somewhere, but can't remember precisely. Could you toss a link?

Edit: Found the revision, nevermind
Tempest Stormwind

02-24-08, 02:36 AM
Are there any ways to extend the duration of the Astral Construct power? Feats, other powers, what have you. How can it be done?

(Specifically, I got this idea when looking at the Astral Juggernaut in Untapped Potential, but its close enough. I am aware astral construct-specific feats and powers don't mesh, but lets not worry about that.)

There's the easy way, the nifty way, the poorly-written way, and the cheeseball way. The last isn't technically extending astral construct, but you'll still do a doubletake.

The Easy Way:
Extend power. It's really that easy. Works on Juggernaut as well as Construct.
Almost equally easy is the Constructor PrC, which extends the duration to minutes/level instead of rounds/level. This doesn't work with the Juggernaut since it isn't technically an astral construct nor a manifestation of the astral construct power, but let's face it, if you're the sort to enjoy the Astral Juggernaut, Constructor is up your alley too.

The Nifty Way:
This involves a *really cool* item we added to Untapped Potential almost as an afterthought. Look up the Psicrystal Binder. Strap that puppy on an astral construct and you basically have a mini-golem. This also works with the Juggernaut, although it requires you to have a psicrystal and amplifies the impact of that psicrystal's personality. (Good luck getting a Hero psicrystal to avoid charging blindly into danger, or a Single-Minded psicystal to abandon its target and help you.)

The Poorly-Written Way
This involves Hyperconscious. There are two abilities here that are incredibly nifty in it -- but evidently weren't playtested. The first is Durable Construct, a feat that says all astral constructs you make last 10 minutes, period. No prereqs, level 1 availability, strictly better than a prestige class ability until very high levels. (I don't recommend this one.)
The second is the power Stabilize Construct from the same book. It's a VERY interesting power, essentially designed to target an astral construct and emulate the golem creation process, turning the construct into a permanent entity similar to a golem. The problem is, numerically, the power has a serious cost -- a GP and XP cost that is multiplied per HD of the construct -- and the power has to be manifested more often the more HD a construct has anyway. This nonlinear scaling leads to a CR 10 construct costing enough XP to reach level 40 or so and more GP than several empires may command. (If you fix the scaling so that the cost is *total*, and not *per manifestation*, this is actually a very good power.)
Note that since the juggernaut explicitly isn't an astral construct, these effects cannot be used on it. In fact, they're the primary reason I insisted the juggernaut not count as an astral construct. (The secondary reason was to allow us room to expand astral constructs in future supplements without having to balance them against the freakin' Juggernaut.)

The Cheeseball Way
While we're speaking of Hyperconscious, look up Throw Ectoform. Now look up the Astral Zealot PrC's 5th level ability (it has a similar one later on, but more than 5 levels cuts into possible Constructor territory). This means that every round the power lasts, you basically create a cheap construct for free, as a free action at the start of your turn. Since you choose menu options for the construct when it's created, this produces a great round-by-round flexilibity option (and if you're in Eberron, thanks to Action Points, it isn't even necessarily stuck to once per day). Granted, they're cheap constructs, and they're difficult to order after you release them, but they do have some upsides, not the least of which is overrunning the enemy in true Zergling fashion while confusing the enemy. (Picture a zergling rush that just keeps growing, with your true target being a single zergling in the pack... that keeps changing. That's basically what this does -- it works to great effect if you need to slow the enemy down, at the cost of slowing down the entire game table while you roll for a dozen constructs.)

The cheeseball bit comes into play when you realize that unlike Astral Construct, Throw Ectoform (and thus, this bottomless swarm of cheap custom constructs) can be persisted.





I hope that helps.


(On the side, my shaper researched an augment to Astral Construct that extends the manifesting time in exchange for a longer-lasting construct.... with a totally different menu of support options and Unseen Servant's "can't attack" caveat. It's been a HUGE boon to the party -- most recently because these "astral workers" are the beasts of burden, towing around our home base (a wagon with the inside being a Secure Shelter at the moment).)
Lycanthromancer

02-24-08, 02:37 AM
Also, the updated dismiss/protect ectoplasm increases the duration of astral constructs slightly.
Moosh Nailo

02-24-08, 04:06 AM
Wowee, thanks!

In CPsi, I noted the Metapower feat (p.63). But I'm not sure I'm interpreting it correctly. From what I understand, you choose 1 power and one metapsionic feat. From that point onward, whenever you manifest said power with said feat, you pay 2 less pp than you otherwise would for using the metapsionic feat, but still requiring expenditure of psi-focus.

Ex: I'm going to randomly select the power Astral Construct and the feat Extend Power. So whenever I modify Astral Construct with Extend Power, I would pay 2 less pp for the use of extend power (which only has a +2 cost), thus resulting in zero increase to the cost of the Astral Construct.

Is this so? And if yes, that seems to make it very much worth it.
InkBlot

02-24-08, 04:29 AM
That's exactly right.

Note that Metapower is useless with Enlarge Power, and any other metapsi feat with no power point increase. It only reduces the extra cost of the metapsionic feat, not the total cost of manifesting the power. Also, it can only reduce the metacost to 0.

But look at what happens when you combine Metapower, Link Power, a 1st level immediate-action power, and any other 1st level power. Cheesy, no?
Cravin

02-24-08, 10:06 AM
EDIT ADDITION: is Mind's eye a book? Online source? What is the constructor? I would love a construct that lasts 1 min/level.

First off, I love you guys. If I knew how to make the cookie emote I would give you all a cookie. Your right where I needed you to be subject-wise. My game is in a few hours, and I need to work on my shaper, so this is great.


That's exactly right.

Note that Metapower is useless with Enlarge Power, and any other metapsi feat with no power point increase. It only reduces the extra cost of the metapsionic feat, not the total cost of manifesting the power. Also, it can only reduce the metacost to 0.

But look at what happens when you combine Metapower, Link Power, a 1st level immediate-action power, and any other 1st level power. Cheesy, no?

So basically it goes like this -

1. Metapower, Choosing link power with let's say 'Grip of Iron'.

this means every time that I manifest Grip of iron, I can choose a power to link with it every time I manifest it. In this case lets say 'Energy ray'.

Which means I spend 1 point for grip of Iron, it auto links with (in this case) energy ray, spending an additional 1 point as a free action (plus any modifications.) ...


...Cool so you get a free energy ray (as a what immediate/free action?) every round. Handy.

Question: Are there any level 1 immediate action powers worth doing this with? I only have XPH and CoPsi. Details much appreciated.
InkBlot

02-24-08, 11:53 AM
The Mind's Eye is a long running series of web articles from Wizards Of The Coast. It was the single greatest psionic book they never published. In fact, many people have said they'd buy a book that was nothing more than a compilation of all the 3.5 Mind's Eye articles. Instead we got ComPsi.

To find the cookie emoticon, just make sure you're using the advanced posting screen (click "go advanced" under the quick post box). Then click on where it says [More] under the smilies list. A new, larger, list of emoticons will open in a pop up window. The cookie is on that list.
:cookie:
Or you can just type --:cookie:

Metapower, Choosing link power with let's say 'Grip of Iron'.

this means every time that I manifest Grip of iron, I can choose a power to link with it every time I manifest it. In this case lets say 'Energy ray'.

Which means I spend 1 point for grip of Iron, it auto links with (in this case) energy ray, spending an additional 1 point as a free action (plus any modifications.)
That's correct. Just keep in mind that the second power has the same target as the first. So in this case, since grip of iron was targeted on yourself, your energy ray has to hit yourself too.


Cool so you get a free energy ray (as a what immediate/free action?) every round. Handy.
If you manifest grip of iron immediately before the start of the next round, then on the next round you get to manifest energy ray without spending any actions. You don't even need to spend a free action. You still need to spend the power points, and you still need to expend focus when you manifest grip of iron.

Question: Are there any level 1 immediate action powers worth doing this with? I only have XPH and CoPsi. Details much appreciated.
There's also empty mind. Swift powers work well too.

Link Power works with powers of any level. That's what's so special about it. You can use Link Power with burst and timeless body. It's infinitely better than Quicken Power, so long as you're willing to wait a second. Actions are one of the most important resources in the game, and Link Power is an extremely cheap way for a psion to free up some extra actions.

Also, with Metapower Link Power the cost of the second power is reduced by 2.
Ryuoch

02-24-08, 12:35 PM
(On the side, my shaper researched an augment to Astral Construct that extends the manifesting time in exchange for a longer-lasting construct.... with a totally different menu of support options and Unseen Servant's "can't attack" caveat. It's been a HUGE boon to the party -- most recently because these "astral workers" are the beasts of burden, towing around our home base (a wagon with the inside being a Secure Shelter at the moment).)

Not to derail the thread but... could you post the different menu options plz?:D
Tempest Stormwind

02-24-08, 02:10 PM
Not to derail the thread but... could you post the different menu options plz?:D

They're actually heavily based on another thread I found here (an update to Astral Tasker); I can't remember the source, sorry. The DM is allowing subsequent additions by researching them.


All workers have the same stats as an astral construct of their level, except as follows: They have one-half the normal HP, they have no natural armor, and no natural attacks (ordering them to do anything that'd break an Invisibility spell ends the power). They last 1 hour/level, and choose their menu options off of the following list:

Menu A:
Awareness: Construct gains Int 3 and understands Common. (Can't speak.)
Celerity: +10' land speed.
Overland movement: No penalties for movement in difficult terrain.
Quadruped: Four legs (and commesurate carrying capacity increase. Retains arms, and can have a natural saddle.
Swimming: Swim 20.

Menu B:
Fast Healing: FH 2, so long as it has 1 HP remaining
Flying: Fly 20.
Improved Awareness: Int 7, understands Common, has [construct level +3] ranks in one Craft/Profession skill.
Improved swimming: Swim 40
Muscle: +4 Strength.

Menu C:
Improved Flying: Fly 40.
Superior Awareness: Int 10, understands Common, has [construct level +3] ranks in two Craft/Profession skills.

I plan on devising more options when I get the time; I have the idea of a few of these options emulating cranes (sacrifice movement for incredible reach with an appendage, useful for arms or lifting) or drills (ignore hardness of inanimate objects, using the drill against inanimate objects doesn't end the power).

Typical options so far have included The Rogue (Awareness, any movement option; so named because before we had a trapfinder in the party, we send the little guy in first to "disarm" the traps), Steeds (Some combination of Quadruped, Overland Movement, Celerity, and Muscle; multiples of these, Extended, have provided an incredible (mundane) mode of transport. (Let's just say that although magebred horses are faster, they can't run full-tilt without stopping for nearly a day), and Sky Spies (Flying, and any Awareness option; use this to piggyback a psicrystal or similar if it isn't capable of flight on its own).

In general, the increased strength of the higher-level workers is balanced out by their fragility and their long manifestation time, plus the cost -- 7 power points is a lot to spend on what amounts to a very strong workhorse for a few hours, but on non-adventuring days or in the right circumstances, it can be worth it. Generally, you stick to low-level workers.

InkBlot, why are you skipping the more ludicrous uses of Link Power? Something like, say, any swift-action power linked to Genesis?
InkBlot

02-24-08, 02:22 PM
I was hoping they could sniff out the cheese on their own.
awaken_D_M_golem

02-24-08, 03:04 PM
I like cheese, marvelous cheese.

(google) Monastic Servant of Auppenser - can cast some powers as Cleric spells.
DMM Persist an AC for all day.

Persistant metamagic could be adapted, as could persistant metapsionic from 3.0.
I'd say around +10 pp, for it.


Couldn't a Metamorph on a psicrystal work?
Ryuoch

02-24-08, 03:19 PM
They're actually heavily based on another thread I found here (an update to Astral Tasker); I can't remember the source, sorry. The DM is allowing subsequent additions by researching them.


All workers have the same stats as an astral construct of their level, except as follows: They have one-half the normal HP, they have no natural armor, and no natural attacks (ordering them to do anything that'd break an Invisibility spell ends the power). They last 1 hour/level, and choose their menu options off of the following list:

Menu A:
Awareness: Construct gains Int 3 and understands Common. (Can't speak.)
Celerity: +10' land speed.
Overland movement: No penalties for movement in difficult terrain.
Quadruped: Four legs (and commesurate carrying capacity increase. Retains arms, and can have a natural saddle.
Swimming: Swim 20.

Menu B:
Fast Healing: FH 2, so long as it has 1 HP remaining
Flying: Fly 20.
Improved Awareness: Int 7, understands Common, has [construct level +3] ranks in one Craft/Profession skill.
Improved swimming: Swim 40
Muscle: +4 Strength.

Menu C:
Improved Flying: Fly 40.
Superior Awareness: Int 10, understands Common, has [construct level +3] ranks in two Craft/Profession skills.

I plan on devising more options when I get the time; I have the idea of a few of these options emulating cranes (sacrifice movement for incredible reach with an appendage, useful for arms or lifting) or drills (ignore hardness of inanimate objects, using the drill against inanimate objects doesn't end the power).

Typical options so far have included The Rogue (Awareness, any movement option; so named because before we had a trapfinder in the party, we send the little guy in first to "disarm" the traps), Steeds (Some combination of Quadruped, Overland Movement, Celerity, and Muscle; multiples of these, Extended, have provided an incredible (mundane) mode of transport. (Let's just say that although magebred horses are faster, they can't run full-tilt without stopping for nearly a day), and Sky Spies (Flying, and any Awareness option; use this to piggyback a psicrystal or similar if it isn't capable of flight on its own).

In general, the increased strength of the higher-level workers is balanced out by their fragility and their long manifestation time, plus the cost -- 7 power points is a lot to spend on what amounts to a very strong workhorse for a few hours, but on non-adventuring days or in the right circumstances, it can be worth it. Generally, you stick to low-level workers.



Thank you very much!
Moosh Nailo

02-24-08, 06:35 PM
Constructor PrC, for your viewing pleasure. (http://www.wizards.com/default.asp?x=dnd/psm/20040625b)

So you really want to be doing this with any power that has a nasty duration.
Such as saving yourself a round and linking astral constructs?

And I really need to get my hands on Hyperconscious...
InkBlot

02-24-08, 07:51 PM
You can also Quicken astral construct for free if you use the Shaper expanded class from The Mind's Eye.

http://www.wizards.com/default.asp?x=dnd/psm/20070411a

Personal Construct

You have a favored astral construct form that you can summon at a moment's notice.
Level: 5th.
Replaces: The bonus feat at 5th level.
Prerequisite: You must know the astral construct power.
Benefit: You can create a specific astral construct that you have chosen as your favored as if you had the Quickened Power feat, by only sacrificing your psionic focus. This personal construct, once chosen, always has the same abilities and appearance every time you summon it. Each time you gain a level, you may change the abilities and appearance of your favored construct.
Moosh Nailo

02-25-08, 01:03 AM
Aw hell, I'm trying to do this through wilder. Didn't even think to check the shaper entry.
Lycanthromancer

02-25-08, 01:05 AM
Shaper + Overchannel + Extend Power + Linked Power = Win?
Moosh Nailo

02-26-08, 05:42 PM
I'd still rather use wilder, flavour wise. Maenad, to boot.
For the character I've written up, I've got expanded knowledge and a couple of options for what to do with it.
Wilder 5/Constructor 1; Powers being Astral Construct, Ecto Protection, and Psionic Repair Damage. With EK on top of that, I was looking at either Defensive Precognition or Unearthly Terror (UtP).
With a Skin of Ectoplasmic Armor and a heavy shield, and +2 dex, my AC would be 22 before anything else, so I'm not entirely sure defensive precog would really be that helpful. Unearthly Terror would at this point render one foe shaken for the duration without augment, or potentially frightened with. I see that as decent a way for me to help out my constructs in battle. Suggestions? Also, wondering if I should wait a level or two before taking Constructor; good idea or bad?

I looked up the psicrystal binder again. Damn, that is so not worth it! Massive price tag (24000 to bind a small construct, larger size bumps the price even more), and if the bound construct is destroyed, the needle is broken? Gah.