| Post/Author/DateTime | Post |
|---|---|
| JohnnyArkham04-28-08, 09:10 AM | Augment Construction (this one was in Dragon #287) Your astral constructs are better than normal. Prerequisite: Manifester level 2nd+ Benefit: Astral constructs you create with the astral construct powers gain +1 hit point per Hit Die and a +1 competence bonus on attack and damage rolls. Ecto Manipulation You can manifest a more powerful astral construct at the expense of flexibility. Prerequisite: Manifester level 3rd+, Augment Construction Benefit: When you manifest an astral construct, you can trade in two abilities from the same menu for an ability from the next highest menu. For example when manifesting astral construct VI you can trade in two Menu B selections for a single Menu C selection. Extended Construction You gain an increased duration on your manifested astral constructs. Prerequisite: Manifester level 3rd+, Augment Construction, Ecto Manipulation Benefit: Astral constructs that you manifest have a duration of 1 minute per manifester level instead of their normal duration. For example a 13th-level psion manifests astral construct VI, creating a single type VI construct with a duration of 13 minutes Empower Construction You can manifest astral constructs with additional special abilities. Prerequisite: Augment Construction Benefit: Astral constructs you create with the astral construct powers gain one additional special ability. The ability must be from a menu that the construct can legally choose from. This ability cannot be traded in for choices from lesser menus, as is normally the case. |
| zeratulcraft04-28-08, 09:50 AM | Ecto Manipulation You can manifest a more powerful astral construct at the expense of flexibility. Prerequisite: Manifester level 3rd+, Augment Construction Benefit: When you manifest an astral construct, you can trade in two abilities from the same menu for an ability from the next highest menu. For example when manifesting astral construct VI you can trade in two Menu B selections for a single Menu C selection. I don't quite understand the point of this one, since the only way you get two Menu B selections is by trading in a Menu C for them. So...you spend a feat to let you not do something that is entirely optional? |
| Anyr04-28-08, 10:18 AM | I don't quite understand the point of this one, since the only way you get two Menu B selections is by trading in a Menu C for them. So...you spend a feat to let you not do something that is entirely optional? A manifester who has the Boost Construct feat gains an extra menu choice which could the be used to make the exchange. |
| Tempest Stormwind04-28-08, 01:12 PM | All of these feats are from 3.0 psionics. Look at the date it was published. (Wash your hands.) In 3e psionics, higher level constructs got more than one menu ability (level 1 got 1A, level 2 got 2A, level 3 got 3A, level 4 got 1B, and so on). That explains a lot of the problems here. Augment Construction (this one was in Dragon #287) Your astral constructs are better than normal. Prerequisite: Manifester level 2nd+ Benefit: Astral constructs you create with the astral construct powers gain +1 hit point per Hit Die and a +1 competence bonus on attack and damage rolls. This is an exact, word-for-word port of the original Augment Summoning. The 3.5 psionic 'equivalent' of Augment Summoning is Boost Construct. (Trust me, we're getting the better deal here.) Ecto Manipulation You can manifest a more powerful astral construct at the expense of flexibility. Prerequisite: Manifester level 3rd+, Augment Construction Benefit: When you manifest an astral construct, you can trade in two abilities from the same menu for an ability from the next highest menu. For example when manifesting astral construct VI you can trade in two Menu B selections for a single Menu C selection. As noted above, this one is irrelevant in 3.5 except to constructors. In 3e, it led to some rather efficient bum-rushes (since you could cluster-summon lower-level constructs with higher-level powers) -- an example I remember was summoning a pile of level 3 constructs with Astral Construct V (boosted using several other feats here; I could get about eight such creatures!) and giving them all Smite, Sprint, and Gore (Sprint was the same as the Cheetah's ability, and Gore was another natural attack that was interesting in that it had a fixed attack bonus of +15, regardless of the construct used). In my game, I houseruled this ability to be the level 7 ability of the Constructor PrC, in place of Utility Construct. (Let's face it, a strong Unseen Servant isn't worth a level 13 class feature, and constructors are unique in 3.5 as the only class capable of getting multiple extra menu abilities anyway.) Extended Construction You gain an increased duration on your manifested astral constructs. Prerequisite: Manifester level 3rd+, Augment Construction, Ecto Manipulation Benefit: Astral constructs that you manifest have a duration of 1 minute per manifester level instead of their normal duration. For example a 13th-level psion manifests astral construct VI, creating a single type VI construct with a duration of 13 minutes. The fact that this one calls out the power "Astral Construct VI" should have been a red flag that this is an out of date feat. This ability is now the 5th-level class feature of the Constructor. It's too strong for a feat. (Although there is an overpowered feat in Hyperconscious that is even better than this one, good luck getting a DM to allow it.) Empower Construction You can manifest astral constructs with additional special abilities. Prerequisite: Augment Construction Benefit: Astral constructs you create with the astral construct powers gain one additional special ability. The ability must be from a menu that the construct can legally choose from. This ability cannot be traded in for choices from lesser menus, as is normally the case. Congratulations on finding the origin of the core Boost Construct (http://www.d20srd.org/srd/psionic/psionicFeats.htm#boostConstruct) feat. And, since I know where you're finding these from, here are the other feats presented there, and what you'd use in 3.5 to get their effects: Advanced Construction [Psionic] You can choose special abilities for your construct from an extended list. Prerequisite: Augment Construction. Benefit: You can add new special abilities to the list of special abilities from which you can choose when manifesting astral constructs. When you take this feat, you can select from Table 1-1: Advanced Construction Special Abilities a number of Menu A special abilities that equal twice your manifester level. When you make a selection, that ability is permanently added to the selection from which you can choose when manifesting astral constructs. For each manifester level that you gain, you can select two additional special abilities from Menu A. You can trade in two selections from Menu A for one selection from Menu B. You can elect to postpone your selections until you gain another level. If you have postponed a selection from an earlier level, you can trade in four Menu A selections for one selection from the Menu C. If you have postponed selections so that you have eight Menu A selections available, you can trade them for a selection from the D menu. This became the first-level ability of the 3.5 Constructor, and it was incredibly simplified and streamlined. Also, some abilities from that list became core Astral Construct options, such as Improved Bull Rush. However, there are a few abilities from the old list (http://www.wizards.com/default.asp?x=dnd/pse/20020727c) that didn't make it; talk to your DM if you like them and you may be able to research them. Enhanced Construction [Psionic] When you manifest constructs, you create additional constructs. Prerequisite: Manifester level 6th+. Benefit: When you manifest constructs, you create additional bonus constructs. You create 1d3 bonus constructs of at least two levels below the astral construct power you are manifesting. For example, when a 13th-level psion manifests astral construct VI, she not only gets to choose the construct that normally manifests with the spell, but she also receives 1d3 constructs of her choice of type from I to IV. This feat is obsolete given the new mechanics of Astral Construct. However, its closest relative is the 9th-level ability of the Constructor. Infused Construction [Psionic] You increase your metapsionic cap and can spend more power points manifesting astral constructs that are modified by metapsionic feats than would normally be possible. Prerequisite: Manifester level 6th+. Benefit: Your metapsionic cap is increased to a number of power points equal to your manifester level + 2 for purposes of manifesting astral constructs. For example, a 13th-level psion with a metapsionic cap of 12 would have that cap raised to 15 for purposes of manifesting astral constructs. Special: You can take this feat multiple times. Each time you take this feat beyond the first, you can add 2 power points to the metapsionic cap for purposes of manifesting astral constructs. Your new cap cannot exceed double your base metapsionic cap. For example, a 13th-level psion who has taken this feat 3 times can spend her normal 12 power points plus an additional 7 power points for a total of 19 power points. This would allow her to manifest astral construct VI, with the metapsionic feat Maximize Power applied to it (11 + 6 = 17 power points) that she could not normally have manifested with the standard metapsionic cap of manifester level - 1 (13 - 1 = 12 power points). Yeah, this bizarre feat shows you how inane and counterintuitive the 3e psionic system was. It had odd metapsionic caps instead of an overarching "no more than your manifester level" rule. Needless to say, this feat is beyond obsolete. The closest feat to this in 3.5 is Metapower (from Complete Psionic), or perhaps Overchannel, unless your DM interprets effects like the Torc of Power Preservation in a bizarre fashion. (Hint: It's *far* simpler to take cost-reducing abilities and uniformly apply them *after* you check to see if you're spending more than your manifester level. This means they improve your stamina, not your raw power -- which is probably for the best.) |
| JohnnyArkham04-28-08, 07:59 PM | Thanks Tempest, et al. That really helped clarify things for me. I'm trying to build this Gnome Shaper and the DM is being (too) lenient in where we pull our feats from. I'm probably the most legal by-the-book character in the game so far...but I thought I'd explore the fringe a bit. If anyone has any not-quite-core-but-balanced-and-useful-for-a-shaper feats they can recommend...I'm all ears! |
| Lycanthromancer04-28-08, 09:01 PM | Do you have Magic of Incarnum? There are some nice feats in there, but you'll have to have the essentia to use them, which will require items and/or more feats. |
| Tempest Stormwind04-28-08, 09:29 PM | Thanks Tempest, et al. That really helped clarify things for me. I'm trying to build this Gnome Shaper and the DM is being (too) lenient in where we pull our feats from. I'm probably the most legal by-the-book character in the game so far...but I thought I'd explore the fringe a bit. If anyone has any not-quite-core-but-balanced-and-useful-for-a-shaper feats they can recommend...I'm all ears! Boost Construct. If you're looking into Incarnum, pay attention to Midnight Augmentation and Psycarnum Infusion*. At higher levels, grab the Soul Crystal power -- astral construct is arguably one of the best powers to be used with Soul Crystal, especially if you overchannel the crystal. (Note the options here (http://www.wizards.com/default.asp?x=dnd/psm/20060217a) if you use incarnum; Astral Vambrace is a decent defensive option and fits with the theme quite nicely, especially with an Arms bind.) The Astral Zealot PrC in Hyperconscious has some excellent shaper options, but gets pricey in terms of class levels. Still, four levels in it gets you an extra stackable Boost Construct (on top of Constructor levels!), an always-on Menu A choice (on you! At level 6, it augments to the much better Menu B), some always-on DR, and the ability to freely manifest cheap constructs in swarms. (If you're creative with Persistent Power, you can actually manage a permanent army of constructs at your side). Hyperconscious also has the (broken) Durable Construct feat and the (broken, but the other way) Incarnate Construct power. The first you ignore. The second just requires a quick fix to the cost (as turning a level 9 construct into a golem isn't worth a few million XP). Untapped Potential has a few powers shapers would be interested in, notably Astral Juggernaut. (Truth in advertising.) * Sadly, unlike the (broken) Psycarnum Metamagic stunt, you need Psicrystal Confinement if you want to use the two feats together, and Psycarnum Infusion is worthless on its own to a nonmeldshaper. Also, a caveat: Midnight Augmentation has a line in it that serves no purpose whatsoever and renders it worthless for the powers it would actually be used with, including Astral Construct. Since that line appears to have been inserted for no reason whatsoever, most DMs I know of that use incarnum strike the line imposing a second essentia cap on it, but check with yours just in case. If he doesn't ignore that line, ignore incarnum altogether, unless it tickles your fancy for other reasons. |
| CrimsonDeath04-29-08, 07:20 PM | Also, a caveat: Midnight Augmentation has a line in it that serves no purpose whatsoever and renders it worthless for the powers it would actually be used with, including Astral Construct. Which line is that? |
| Tempest Stormwind04-29-08, 08:48 PM | Which line is that? I'm AFB now, but the line basically says you can't invest more essentia into the feat than the chosen power's level. Anyone familiar with psionics can immediately tell you this makes the feat less than spectacular (since it deals with augmentation costs only, and low-level powers are the ones with the highest portions of their costs falling under "augmentation"), and if you look at the mirror feat, Midnight Metamagic, you'll see no such limitation (along with the lack of a psionic focus cost). As the joke goes, psionics and magic are equal except where it would benefit psionics. Just ditch that line and the feat works fine. |
| Sinfire Titan04-30-08, 03:29 AM | I'm AFB now, but the line basically says you can't invest more essentia into the feat than the chosen power's level. Anyone familiar with psionics can immediately tell you this makes the feat less than spectacular (since it deals with augmentation costs only, and low-level powers are the ones with the highest portions of their costs falling under "augmentation"), and if you look at the mirror feat, Midnight Metamagic, you'll see no such limitation (along with the lack of a psionic focus cost). As the joke goes, psionics and magic are equal except where it would benefit psionics. Just ditch that line and the feat works fine. He's right about it. The other problem is how ambiguous the feat Midnight Augmentation is. Through the right interpretation, it actually changes the cost to augment the power, not to manifest it. What I mean is, instead of paying X less points just before you manifest a power where X is the invested Essentia, you actually change the text of the Power and reduce the cost to augment it dramatically. IE: 1 point of Essentia in the feat and choosing Astral Construct allows you to pay one point to get a higher level construct. So instead of paying the 17 for a 9th, you pay only 9. Whereas it is supposed to make it go from 17 to 16 with one Essentia in the feat. That's it though. Not much else in the book is brokenly OPed (Necrocarnate is one or the other, if you use the right tricks with it). |