Anything wrong with the Astral Constructs?

Henry

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After combing WotC's forum to the best of my ability (and this one), I figured I'd get positive confirmation.

The Astral Constructs in Expanded Psionics Handbook: Other than the Base Attack Bonus being +2 off, could any of the rulesmath gurus confirm for me if there are any other mistakes in the stat blocks? I didn't see any in a cursory look; if there are, has anyone posted on any site you're aware of a corrected version of the stat blocks?

This will be very important to me in our next game session, so I wanted to be correct on these.

Thank you!
 

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P.S. I do know about the kineticist energy touch thing, (1d4 for everybody but Kineticists), but all other replies are appreciated. :)
 


Oh so you mean besides the fact that the AC's are out of scale with both the CR level and other summoned creatures?
btw thanks for the +2 BAB notice, I knew the full attack and base attack didn't match.
a check of the numbers on lower level creatures looks okay.
 

Henry, I don't have the book at work with me, but from our experience in the Battle of All Alignments, astral constructs are exceedingly powerful. They basically beat the snot out of everything or force a draw. That just might be indicative of the arena, though, so take it with a grain of salt.
 

We had an all-psionics game for a while.

Astral Constructs are, well, broke. With a little thought, your melee constructs can play Anything You Can Do I Can Do Better. Our GM brought the entire party to a total standstill with a shaper that built constructs able to beat down the tank, tank against the damage-dealer, out-grapple my grapple-monk and close with our Marshal-Wilder.

Pretty much the only real defense against Astral Constructs is an ecto-specialist with Dispel Ectoplasm or whatever that power is. Our bacon was saved because the Marshal-Wilder had an ecto-specialist cohort who burned all of his PP into dispelling the plasm. Freed my monk who then twisted the enemy shaper into a pretzle. A few more rounds of popping out constructs and we'd have all been dead. And he was only 2 levels higher than the party.

I hate those things.

Which is why, if I'm ever in a Psionics game again, I'm playing a Wilder with Expanded Knowledge and Astral Construct. Because why the heck not.

--fje
 

Darn it, I didn't come here for moral quandries! ;)

But you've all given me one.

For their power, I'll admit the ACs seem a little high, but the rest of it seems OK, especially for a creature who takes a full round to summon, and who only lasts for a few rounds (usually 1 to 10 rounds in the games I've played). Looking at the constructs, they don't seem any tougher than some of the critter from Nature's Ally spells, and unless I read it wrong, both Dismiss Ectoplasm and Dispel Psionics, as well as dispel magic, will destroy an astral construct, too, will they not?

However, since I have no prior experience in the new astral constructs, I'll heed the warnings and give them a thorough look-over. I may want to alert the DM to this thread, and find out if he wants to do anything about this.

In our current game, we have discovered that the demi-plane we're trapped on causes summoned and created creatures to STICK AROUND after they should have left, and they're still under our control. As a result, I've got an entire party of people vowing their lives to defend me and the other spellcasters as we cast as many summoning spells as we can per day. :D

We're also very afraid of what he's planning to do to us. ;)
 

Note that unlike some summoned creatures, constructs don't have many non-combat tricks. YOu can't summon one to heal you, frex. Also, you can only get one per manifestation.
 

If you take the Astral Constructs, make sure you burn the feat for Boost Construct. The additional menu choice can be huge.
 


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