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Kickass ways to use psionics
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<blockquote data-quote="Spatzimaus" data-source="post: 445475" data-attributes="member: 3051"><p>Your point about the immunities and spell-like abilities is well taken. You CAN summon monsters with all kinds of strange abilities. But, most of these also have corresponding weaknesses. Maybe you get a vulnerability to an element, maybe it's just low combat stats.</p><p></p><p>The thing I love about the Astral Constructs is that they're tunable. Let's say my usual combat strategy is to use AC6 to summon 1d3 level 5s, and let's say I end up with 2 of them. I might have one be a flier, and the other not. If flying wasn't effective last time, I can make a pet that's the same in every way but trades that one ability for something else. I don't need to go through the list thinking "hmm, which of these fly?"</p><p></p><p>The other nice thing is which list everything goes on. List A includes flying and swimming, which means even the dinkyest AC can have those abilities. That was always my biggest headache with the Summon line; sure, I could get a monster with immunity to fire, but what about immunity to fire AND can fly, AND fits my alignment?</p><p></p><p>It really helps, though, if you use the Mind's Eye section on AC feats. The expanded list of abilities (and the Constructor PrC) really help for this. Takes a Feat or two, but well worth the cost. In fact, with these Feats, I'd say Astral Constructs can compete with Telepaths for best psionic offense strategy.</p><p></p><p>Other advantages:</p><p>> They're constructs, not sentient creatures, so they do exactly what you say with no alignment issues. I've seen enough RBDMs use this one against Wizards and Druids.</p><p>> Did I mention they're constructs? With all of those construct abilities, like immunity to crits/mind control/sneak attack? It's one of the more useful types out there. Okay, so you can't heal them without the Repair Light Damage line of spells (T&B), but still.</p><p>> Maximize Power (or Fortify). They have a LOT of variable effects to maximize. Since Summon Monster summons a creature from another plane, it wouldn't make sense for Maximize Spell to give them max HP. But ACs are a different issue.</p><p></p><p>What I also like are the Astral Tasker spells (see Mind's Eye again). Can't fight, but they last 1 hour per level and carry your stuff for you. Or, use them to set off traps, for example. At higher levels they can do Craft skills for you, too.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 445475, member: 3051"] Your point about the immunities and spell-like abilities is well taken. You CAN summon monsters with all kinds of strange abilities. But, most of these also have corresponding weaknesses. Maybe you get a vulnerability to an element, maybe it's just low combat stats. The thing I love about the Astral Constructs is that they're tunable. Let's say my usual combat strategy is to use AC6 to summon 1d3 level 5s, and let's say I end up with 2 of them. I might have one be a flier, and the other not. If flying wasn't effective last time, I can make a pet that's the same in every way but trades that one ability for something else. I don't need to go through the list thinking "hmm, which of these fly?" The other nice thing is which list everything goes on. List A includes flying and swimming, which means even the dinkyest AC can have those abilities. That was always my biggest headache with the Summon line; sure, I could get a monster with immunity to fire, but what about immunity to fire AND can fly, AND fits my alignment? It really helps, though, if you use the Mind's Eye section on AC feats. The expanded list of abilities (and the Constructor PrC) really help for this. Takes a Feat or two, but well worth the cost. In fact, with these Feats, I'd say Astral Constructs can compete with Telepaths for best psionic offense strategy. Other advantages: > They're constructs, not sentient creatures, so they do exactly what you say with no alignment issues. I've seen enough RBDMs use this one against Wizards and Druids. > Did I mention they're constructs? With all of those construct abilities, like immunity to crits/mind control/sneak attack? It's one of the more useful types out there. Okay, so you can't heal them without the Repair Light Damage line of spells (T&B), but still. > Maximize Power (or Fortify). They have a LOT of variable effects to maximize. Since Summon Monster summons a creature from another plane, it wouldn't make sense for Maximize Spell to give them max HP. But ACs are a different issue. What I also like are the Astral Tasker spells (see Mind's Eye again). Can't fight, but they last 1 hour per level and carry your stuff for you. Or, use them to set off traps, for example. At higher levels they can do Craft skills for you, too. [/QUOTE]
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