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Anything wrong with the Astral Constructs?
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<blockquote data-quote="Henry" data-source="post: 2704737" data-attributes="member: 158"><p>Darn it, I didn't come here for moral quandries! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>But you've all given me one. </p><p></p><p>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?</p><p></p><p>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.</p><p></p><p>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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>We're also very afraid of what he's planning to do to us. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Henry, post: 2704737, member: 158"] 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. ;) [/QUOTE]
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Anything wrong with the Astral Constructs?
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