on astral construct. [Archive] - Wizards Community

Post/Author/DateTimePost
xpochian

02-29-08, 12:41 AM
hey all,

a player character kineticist in my campaign is planning on taking expanded knowledge as his 3rd level feat and he's thinking of obtaining astral construct. he's new to d&d, psionics and this power and i was wondering if there's any official tricks or tips when using it - i figured that i'd be a encouraging dm and help him out with the ins and outs of the power.

is there any feat chains that come highly recommended, or any additional rules or errata that would benefit him?

thanks in advance!
MnemonicSV

02-29-08, 12:52 AM
...or any additional rules or errata that would benefit him?

Best advice you can get in here is to NOT use the "revised" version of astral construct which appears in the Complete Psionic rules supplement. It is full of fail.
AntiDjinn

02-29-08, 01:24 AM
Pre-generating a variety of constructs configured for specific uses is always a good idea. It means the character spends his round manifesting and then the construct hits the table with no delay of game. Other players will really appreciate it.
Tempest Stormwind

02-29-08, 03:26 AM
If the player's building one on the fly, whip it up while you're manifesting it -- while everyone else is taking their turns.

Don't control too many -- more than three can really slow the game down unless you're experienced. (I'm experienced, and my record is eight, although most of those were underlevelled for the area. I eventually was reduced to them Aiding Another to keep the game moving.)

Boost Construct is almost an absolute must-have feat for anyone considering constructs as more than a disposable wall. Consider Overchannel as well.

The constructs work well as damage sinks due to their HP (my shaper specializes in them, and her constructs *are* the party tank), and they can get absurd Strength scores quite easily. Capitalize on this by using moves with opposed Strength checks -- trips, grapples, and the woefully underrated Bull Rush are all solid tactics. (Bull Rush in particular from level 2 constructs onward, since it doesn't rely on any attack roll (it always "hits"), and directly places their large Strength scores vs. their opponents'. If you charge, and use the Improved Bull Rush menu option, you can apply an even greater bonus to that.)

As a kineticist, your constructs have a stronger Energy Touch than anyone else's, and they can be made resistant to particular energy types. Combine these tricks together and you can assault areas with energy damage fairly easily -- but conserve your power points, like all good kineticists should (the temptation to blow them all is strong.)
AntiDjinn

02-29-08, 04:20 AM
To make combat move faster my group has astral constructs (summoned creatures as well) act on the turn of their controller, unless ordered to delay or ready actions. If you look at the initiative modifiers for Astral Constructs they go from +2 for level 1 to + 0 for level 9. If you have multiple constructs, especially of differing point costs, and roll initiative for each one, then you have lots of turns to keep track of. Even if you use the character's turn and just apply the separate initiative mods, it means their first turn comes up 1-2 counts before they are created. We figure, each construct as it is manifest delays its action until it receives its initial orders, which happen on the manifester's turn, then it keeps that initiative count.

This has also really helped with the party druid: Him, his animal companion, and all those damned nature's allies he summons act on the same initiative. That player complained a bit because many creatures on the SNA list have good initiative mods and this is figured into their challenge ratings, but we just had to say "cry us a river nature boy" in favor of smoother gameplay.
CrimsonDeath

02-29-08, 04:37 AM
Well, since they can't act before they're summoned, the alternative would be to have the wait until their initiative comes up next round. So he actually gets off better than rolling for them separately.
Omen_of_Peace

02-29-08, 05:01 AM
To make combat move faster my group has astral constructs (summoned creatures as well) act on the turn of their controller, unless ordered to delay or ready actions.
[...]

This has also really helped with the party druid: Him, his animal companion, and all those damned nature's allies he summons act on the same initiative. That player complained a bit because many creatures on the SNA list have good initiative mods and this is figured into their challenge ratings, but we just had to say "cry us a river nature boy" in favor of smoother gameplay.

This spell summons a natural creature. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.

This power creates one 1st-level astral construct of solidified ectoplasm that attacks your enemies. It appears where you designate and acts immediately, on your turn.

I thought this was how it worked. Or do you always summon them out of combat ? (if they appear before you roll Init, there are arguably no "turns".)
AntiDjinn

02-29-08, 12:33 PM
The alternative would be to apply the initiative mods separately on subsequent turns. So if you summon an Astral Construct with a +2 mod on initiative count 15, it would act on count 17 on subsequent rounds. The player who wanted to use separate turns pointed out that an Astral Construct can never exist at all unless it is manifest with the power, so why do they even have initiative mods if, by definition, they can only act on their creator's turn? He also pointed out that many good or celestial monsters on the summon list have high initiative mods while many evil or infernal monsters are better in other combat parameters and that all such mods are factored into the monster's CR. The group acknowledged these as valid points, but just to avoid the druid player effectively having actions on 4 to 6 separate turns each round it was deemed better to ignore this in favor of faster play.

So exactly as we play it: An Astral Construct's turn is your turn. It is never flat-footed; it arrives able to act and keeps that initiative count unless ordered to delay or ready an action. If it moves out of sight and encounters an opponent of which its controller was unaware, it it still acting in combat time, is not flat-footed, and keeps its turn. There are a handful of spells that make a subject flat-footed (e.g., Power Word: Distract) but these are all mind-affecting and would never apply to an Astral Construct.
Lycanthromancer

02-29-08, 01:27 PM
Make sure he has a computer available, and use this (http://telusplanet.net/~sdupuis/Tempest/AstralConstructs.zip) program. It'll come in seriously handy.

Also, astral construct is by far my favorite power. It can be used as a meatshield (vegetarian only), a multipurpose tool, a mule, a steed, a doorstop, and so on. Build the right one and you can handle almost any situation. Of course, having longer lasting constructs is always better, so Overchannel + Extend Power + the 3.5 Constructor PrC is a good idea.

Fun-fun.
InkBlot

02-29-08, 01:53 PM
So exactly as we play it: An Astral Construct's turn is your turn. It is never flat-footed; it arrives able to act and keeps that initiative count unless ordered to delay or ready an action. If it moves out of sight and encounters an opponent of which its controller was unaware, it it still acting in combat time, is not flat-footed, and keeps its turn. There are a handful of spells that make a subject flat-footed (e.g., Power Word: Distract) but these are all mind-affecting and would never apply to an Astral Construct.
Flatfooted and surprised are different things. You could cast grease under an astral construct's feet to make it flat footed. Flat footed just means no dex and you can't use attacks of opportunity. You're flatfooted in the surprise round, but the surprise round has a whole lot of other affects which are not part of being flat footed.

Man, I'm so glad it's all being boiled down to "combat advantage" in 4e.

Anyway, that's pretty much the same way we play it in my group too, AntiDjinn. Summons and constructs come out of the box ready to fight, and always use their master's turn unless something unusual happens (like delaying action).
xpochian

02-29-08, 06:28 PM
interesting. although it didn't specifically mention it, i didn't see any reason why one couldn't make a whole army of astral constructs to harass your enemy.

however, i'm concerned with balance - my friends PCs are fairly unoptimized and are a dwarf fighter and a human warlock respectively, so the psion is going to be easily outclassing them damage-wise (he's a kineticist) and if he can swarm the field with astral henchmen, won't that overshadow their group contributions? the player of the psion is the most aggressive player we have and is considered the closest to a 'powergamer' in our group, should we even bother to trot out that term.

should i be worried about the psion spamming the battlefield with astral constructs, or just forget it and allow everyone to continue on as they are and see where this takes us?
Moosh Nailo

02-29-08, 06:46 PM
Things to consider when trying to make an astral army; 1-relatively short duration. 2-If you are using the CPsi revision, you're screwed. Might as well chew cement. Or, as someone else put it so well, plunge your skull into antimatter.

As mentioned above (repeatedly), spamming the field with constructs will really muck up the game. Time-wise, and balance for that single encounter. Remember though, spamming now means the psion will run dry sooner.

To work with your friend's PCs, why not summon constructs in flanking positions for the fighter? Rather than try soak up more limelight, help him shine. Set them up as "vegetarian" shields in front of the warlock, enabling her to continue doing what she does best. Its all how you use it!
Jaid

02-29-08, 07:28 PM
Flatfooted and surprised are different things. You could cast grease under an astral construct's feet to make it flat footed. Flat footed just means no dex and you can't use attacks of opportunity. You're flatfooted in the surprise round, but the surprise round has a whole lot of other affects which are not part of being flat footed.
actually, grease doesn't make anything flat-footed. it makes them take a balance check, and having to make a balance check when you have 5 or fewer ranks in the balance skill causes you to lose your dex mod, but even that isn't flat-footed. that's just a loss of dex mod. you can, for example, still make attacks of opportunity.
Screams

02-29-08, 10:27 PM
I need to ask this because my group is new to Psionics and I am the only psionic so DM and I are on the fly reading everything.


When summoning the AC. it says 1 minute per level then it has a D after that...
What does that D signify?

So I summon AC it rises where I direct within the range limits.
It's duration as I read says 1 minute per character level unless the D means something.

So a minute consists of 10 rounds, a round being 6 seconds as per PHB
A level 2 Psion with extend power creates a AC that can last 4 minutes or 40 rounds I take it?

Is this correct?

So how do I get the AC to last longer so I can prep for the adventure a little bit before an encounter...or I can't as I have to create as the encounter begins or just before we walk thru a door?
Seems like I'll be wasting pp
xpochian

02-29-08, 10:42 PM
I think I can field this for you, from the SRD (http://www.d20srd.org/srd/psionic/powers/astralConstruct.htm), you'l note the power is 1 round per level. Also that superscript (D) means dismissible:

If the Duration line ends with “(D),” you can dismiss the power at will.
Lycanthromancer

02-29-08, 10:45 PM
I need to ask this because my group is new to Psionics and I am the only psionic so DM and I are on the fly reading everything.It's 'psion,' or 'psionic character'. Saying 'I am a psionic' is incorrect.

When summoning the AC. it says 1 minute per level then it has a D after that...
What does that D signify?The D is the same D that is in magic. It means that the caster/manifester can spend a standard action to Dismiss the power or spell (that means to end the effect's duration as though it had expired naturally).

So a minute consists of 10 rounds, a round being 6 seconds as per PHB
A level 2 Psion with extend power creates a AC that can last 4 minutes or 40 rounds I take it?

Is this correct?ACs last for 1 ROUND per level, not 1 minute. So it lasts for 4 rounds (although you'd have to find a way to increase your manifester level to account for the power points you spend on the metapsionic feat).

So how do I get the AC to last longer so I can prep for the adventure a little bit before an encounter...or I can't as I have to create as the encounter begins or just before we walk thru a door?
Seems like I'll be wasting ppOverchannel, Extend Power, a feat from Hyperconscious, or the 3.5 Constructor PrC (see The Mind's Eye).
The_Ditto

02-29-08, 10:52 PM
Make sure he has a computer available, and use this (http://telusplanet.net/~sdupuis/Tempest/AstralConstructs.zip) program. It'll come in seriously handy.


glad to know this sucker's still getting around!! (what with all the Comp Psi nukes, 4e and all)
:D
Many thanks to Tempest for helping host this thing for me over the ages .. I did finally get off my lazy .... and setup my own site ... so either grab it from TS's or here (http://dot.ditto.googlepages.com/excel) ...

But as Lycanthromancer says ... having a computer handy is an almost must ... (also handy if you have a Palm is a slim downed version hosted on TS's site which I didn't bother linknig on mine ... ) ;)
xpochian

02-29-08, 11:16 PM
on that note (and since i'm the OP and i figure i can make commentary on my own thread) we used a truly ancient laptop with Ubuntu loaded on it - kde, OpenOffice and a net connection and we're good to go - it's lightning fast after all these years. i highly recommend it.
CrimsonDeath

03-01-08, 12:43 AM
interesting. although it didn't specifically mention it, i didn't see any reason why one couldn't make a whole army of astral constructs to harass your enemy.

however, i'm concerned with balance - my friends PCs are fairly unoptimized and are a dwarf fighter and a human warlock respectively, so the psion is going to be easily outclassing them damage-wise (he's a kineticist) and if he can swarm the field with astral henchmen, won't that overshadow their group contributions? the player of the psion is the most aggressive player we have and is considered the closest to a 'powergamer' in our group, should we even bother to trot out that term.

should i be worried about the psion spamming the battlefield with astral constructs, or just forget it and allow everyone to continue on as they are and see where this takes us?
Yes, a Psion can outclass other characters on damage... for a little while. And yes, he can flood the field with Astral Constructs... occasionally. But if he's as aggressive as you describe, there's a good chance he'll burn through his PP too fast in an early encounter. As long as you consistently send the party through four or five encounters of the appropriate level each day (or at least make the players believe that you will), the Psion's player will either learn to pace himself, or he'll be dead weight well before it's time to make camp.

Of course, you might want to mention this to him rather than making him figure it out on his own. Maybe suggest that he budget his PP to spend no more than 20-25% of them per encounter (or 20-25% of what's left after his daily buffs). If he does that, he probably won't be any more impressive than a Wizard of the same level.

actually, grease doesn't make anything flat-footed. it makes them take a balance check, and having to make a balance check when you have 5 or fewer ranks in the balance skill causes you to lose your dex mod, but even that isn't flat-footed. that's just a loss of dex mod. you can, for example, still make attacks of opportunity.

I actually checked the Balance skill, and it does use the term "flat-footed" to describe what happens if you Balance with fewer than five ranks.
InkBlot

03-01-08, 05:58 PM
(Grease) makes them take a balance check, and having to make a balance check when you have 5 or fewer ranks in the balance skill causes you to lose your dex mod, but even that isn't flat-footed.

That's not what my Player's Handbook says.

Being Attacked While Balancing: You are considered flat-footed while balancing, since you can't move to avoid a blow, and thus you lose your Dexterity bonus to AC (if any). If you have 5 or more ranks in Balance, you aren't considered flat-footed while balancing.

There are a few other situations and effects which cause a creature to be flatfooted, but that's the only one I can recall seeing in core.
Jaid

03-01-08, 11:07 PM
hmm... dang... could've sworn that was the one... maybe i'm thinking of climbing... not sure now...

*looks it up*

hmmm... yeah, that seems to be it... must've been getting my climb rules and balance rules jumbled together somehow... =S

ah well, new edition soon anyways, i am allowed to completely forget all the rules for the current one :D (well... not really... since i still don't know yet if 4e is going to be as awesome as it is claimed it will be...)
Tempest Stormwind

03-02-08, 01:47 AM
hmm... dang... could've sworn that was the one... maybe i'm thinking of climbing... not sure now...

*looks it up*

hmmm... yeah, that seems to be it... must've been getting my climb rules and balance rules jumbled together somehow... =S

ah well, new edition soon anyways, i am allowed to completely forget all the rules for the current one :D (well... not really... since i still don't know yet if 4e is going to be as awesome as it is claimed it will be...)

The last few pages of this thread (http://forums.gleemax.com/showthread.php?t=906687) should interest you. A veritable deluge of crunchy info.