[XPH] Astral Construct Question

Let's keep this simple: the spells got a one round duration, therefore the critter gets one round of actions. It disapears before it could take a second round of actions.

In other words, Thanee is correct, but I'm hoping this explanation makes it clearer as to why.
 

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Solution(?): direct the construct in it´s last round to delay or ready an action. changing it´s initiative, you effectively extend it´s life.
 

Someone said:
Solution(?): direct the construct in it´s last round to delay or ready an action. changing it´s initiative, you effectively extend it´s life.

This will not work for Readying an action.

"The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun."

The contructs turn is over, it does not matter that it is readying.

As for Delay, it is not quite so clear cut, but it appears that it works the same as Readying.

"If you take a delayed action in the next round, before your regular turn comes up, your initiative count rises to that new point in the order of battle, and you do not get your regular action that round."

According to this, the construct has a "regular turn", hence, delaying does not change the contructs turn per se.
 

In any of those cases, if we´re twisting the words until they scream, the construct is not "acting normally". Actually, the Delay special initiative action says that "you take no action and then act normally [hint, hint] on whatever initiative count you decide to act".

Anyway, I see that by how the rules are written you´re right; the problem in the power´s description is the word "turn" that I can´t see defined anywhere, and that contradicts the power´s duration (since it´s not really 1 round). It should read "at the end of the round" or better "at the end of the power´s duration"
 

Someone said:
In any of those cases, if we´re twisting the words until they scream, the construct is not "acting normally". Actually, the Delay special initiative action says that "you take no action and then act normally [hint, hint] on whatever initiative count you decide to act".

The fact that you can change the initiative count of your turn does not mean that your turn did not come and go.

If the turn order is:

PC1
NPC2
Construct
NPC1
PC2

it matters not that the construct delays. His turn came and went. It is now NPC1's turn and the Construct "dissipates at the end of its turn".

Just because the construct chose to not take an action does not mean that it can extend the duration of it's turn. Otherwise, we would never get to NPC1's turn.

Actions and turns are two different game mechanics.

Someone said:
Anyway, I see that by how the rules are written you´re right; the problem in the power´s description is the word "turn" that I can´t see defined anywhere, and that contradicts the power´s duration (since it´s not really 1 round). It should read "at the end of the round" or better "at the end of the power´s duration"

The duration is one round per level EXCEPT on the last round.

The exception is called out in the text of the power.

A "turn" is when it is your turn to go. Nothing more, nothing less. A turn ends when you have finished your actions for the turn and initiative proceeds to the next character's turn.
 

Scion said:
asking questions on two boards and you got the same answers effectively each time ;) hopefully that should clear it up for you.
Heh, you got me.

But really only ENWorld seemed to be unanimous, only one guy on the WotC Psionics board seemed to get it right (last I looked).

Thanks for clearing it up for me guys, esp. Thanee. The thing that I couldn't understand was that secondary clause in the AC Power description that I posted above. I now understand that it actually gives the AC LESS time around then a Summoned Monster, while holding to the wording of "acts normally on its last round and then disappears."

Guess I'll have to wait for 2nd level to move around the battlefield a little more.

Best,

G
 
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