| Post/Author/DateTime | Post |
|---|---|
| RPGhaulsass08-15-04, 08:03 PM | Išve got to use core classes, and I'll be either a Sorcerer, Cleric or a Druid, and since I kinda love Telekinesis stuff, I'd love to play a "telekineticist":D Sooo, is there any way to make a telekinesis-only (or close to only anyways) build? I don't want a Sorcerer being able to cast Telekinesis 6/day, then get back to being a normal Sorcerer again...:P So, is there any Prc's or feats or anything giving me unlimited or at least double digit uses of Telekinesis spells (preferably a bit powerful ones:angel: )? I've read the boards for a build like this, and I found the Master of the Unseen Hand. Better BAB, but I lose caster lvls, sooo... Don't want that, eh?^^ We play by 3.0 rules. Also, I doubt I'll be able to become a Psion or anything Psionic. Any ideas on how to create a powerful "mindblaster", whom relies only on telekinesis and mind-shattering stuff, totally kicking the ass out of his opponent while standing totally unmovable with his all-black cloak flinging in the wind, looking all badass with the most evil grin ever on his face?:D |
| Falido08-15-04, 08:09 PM | red wizard? |
| RPGhaulsass08-15-04, 08:13 PM | Where is Red Wizard, and why exactly is it good for me?:D (I'm a brand new spellcaster btw, the most spellcasting I've done before has been being a Ranger6... I need some info:) |
| RPGhaulsass08-15-04, 08:22 PM | I read in another post that Sacred Exorcist adds to the number of spells known (at least in 3.0, I think). So (since I don't have the book around), how many extra spells would it provide me, and would Sorcerer/Sacred Exorcist be a decent choice, or is there any other, more specialized telekinesis/mindblaster classes I should pick? In DIRE need of help:sad: |
| LordArkan08-15-04, 08:33 PM | Originally posted by RPGhaulsass I read in another post that Sacred Exorcist adds to the number of spells known (at least in 3.0, I think). So (since I don't have the book around), how many extra spells would it provide me, and would Sorcerer/Sacred Exorcist be a decent choice, or is there any other, more specialized telekinesis/mindblaster classes I should pick? In DIRE need of help:sad: As of Complete Divine, classes that add to your spells known take up your spells known slots, which is VERY bad for you. Also, you may still want to consider a couple levels in Master of the Unseen Hand, thanks to the Practiced Spellcaster feat (also in Complete Divine). If you're not trying to make some sort of blaster, you could probably make a decent Gish Telekinetist out of it. Maybe something like: Sorcerer 11/Dragonslayer 1/Spellsword 4/Master of the Unseen Hand 4 BAB +14, Caster level 13 for purposes of spells/day (17 for casting spells thanks to Practiced Spellcaster, 21 for telekinesis due to MotUH). Channel a spell into your weapon (which should already have a spell from spellstoring, ideally), fling it 20ft and attack with it. Since the Channel Spell ability lasts for 8 hours, you can easily have this prepared long ahead of time (since it does require a move action to keep concentrating on your Telekinesis). |
| Solymyr08-15-04, 08:34 PM | Master of the Unseen Hand is exactly what you want. It's a class in complete warrior based entirely around telekinesis. It gets abilites like improved concentration, versatile telekinesis, full attack telekinses, and telekinetic flight. Unfortunately it doesnt add levels to your sorc/wiz. So you dont be getting any other spells until after you finish the class(only 5 levels) |
| MorandirNailo08-15-04, 08:36 PM | You could take a look at Master of the Unseen Hand, from Complete Warrior (pg. 60). It doesn't advance sorc casting, but you get lots of goodies for use of telekinesis...might be what you're looking for. Mor |
| RPGhaulsass08-15-04, 08:43 PM | Hmmm... Well, fewer spells are bad, and seeing how for example telekinetic flight could easily be replicated by using the Fly spell, I dunno. I read in an earlier post that Telekinesis uses your caster level as bab for the attacks done with Telekinesis, and not your normal BAB, so a Sorc20 with Practiced Spellcaster (which is in which book?) would hit easier than a Sorc15/MotUH5 with Practiced Spellcaster, and get more spells and a higher DC on spells. Basically, I want a self buffer with hyper telekinetic and mind-blasting abilities. Sort of a blaster mage/cleric/druid, only with telekinesis and mind-blasts/"bolts". |
| Balthanon08-15-04, 11:00 PM | Master of the Unseen Hand does add to your caster level for the purpose of Telekinesis (Sor 20 and Sor 15/MotUH 5 both are caster level 20 for telekinesis) and will stretch out your uses per day a bit. If you want to perform other spellcasting functions, it's not really the class for you though. One feat that you might want to look at, although it does have rather heavy feat prerequisites (Silent and Still Spell), is Innate Spell out of the Player's Guide to Faerun. Spending a spell slot, that will give you telekinesis three times a day as a spell-like ability--so no somatic or verbal components. Sorcerer 8/Mage of the Arcane Order 2/Incantatrix 10 would let you pick up the feat as soon as you get Telekinesis and would potentially give you 24 uses of Telekinesis a day at 20th level. (5 bonus feats, 3 regular) |
| balefire4208-16-04, 12:34 AM | It's a little wacky, but you might consider Ghost/ Whatever 5/ Master of the Unseen Hand 5/ Whatever 5. |
| Lawful Stupid08-16-04, 01:52 AM | You could also go the melee route. MM Githyanki with spell-like abilities, pick up 5 levels of Master of the Unseen Hand. Your caster level for your TK is equal to your HD plus the bonuses from Master of the Unseen Hand. However you wont have as many uses as a spellcaster or ghost. It's a minor level adjustment and you could apply whatever type of combat build you want. I would probably suggest something like: Fighter/Holy Liberator/Master of the Unseen Hand Or if you have access to Oriental Adventures material you could add Iaijutsu Master. Either way, both utilize Charisma for your TK and for your class abilities as well. Isn't there a feat someplace that gives you more usages of spell-like abilities? I may be thinking of the extra breath weapon feat instead. Quicken Spell-like ability at 18th character level (I believe, not sure the min lvl needed to quicken it). Anyways, it'd be useful for utilizing your TK in combat for free. You can make some decent ranged attacks hurling 15 scythes or greatswords for a chunk of damage. Also if your party has a stockpile of unused magical weapons you've found from adventuring, but no one is using them, just hurl them as well. |
| LordArkan08-16-04, 02:01 AM | Originally posted by RPGhaulsass so a Sorc20 with Practiced Spellcaster (which is in which book?) would hit easier than a Sorc15/MotUH5 with Practiced Spellcaster, and get more spells and a higher DC on spells. Incorrect. The feat is in Complete Divine (like I said twice), I suggest you read it before you make assumptions. It only helps you if you have levels in a class that doesn't add to your actual caster level. |
| RPGhaulsass08-16-04, 06:53 AM | Ah, right. Well, I don't know if I'll be able to use Complete Divine stuff, as I am kind of unsure if we have that book in our repertoire:( The Innate Spell seems neat!:) I could sacrifice three spell slots and get nine telekinesis uses a day, as a spell like ability?:D Sounds nice:) Does a Druid get Telekinesis, or do I have to be a Sorcerer? Also, which Telekinesis-like spells exists, besides Telekinesis? As I said before, I've never played a spellcaster before, and I have little knowledge about spells, so... Does any "mind-bolt" ish spells exist? Attacking the mind, confusing/paralyzing/dealing dmg to the opponent? I want my character to be able to attack minds as well as asskick things without even touching them...:angel: So far, the only spells I know I want, is Shield, Magic Missile, Haste, Endurance, Mage hand, Protection from _____, Telekinesis. Which telekinesis, self buff or mind-blaster based spells exists, and are worth taking?:) |
| carnivore08-16-04, 07:17 AM | telekinetic sphere is a very nice spl and can be used in the same way Force cage is used,but it can hold larger things but for a shorter time. |
| RPGhaulsass08-16-04, 09:37 AM | Nice:) Thanks:D Perhaps I'd like Invisibility and Greater Invis, Mirror Image, Stoneskin, Mage Armor (want my guy to have no armor, and to be 100% self sufficient:), Teleport, Dispel/Greater Dispel, Polymorph and Shapechange, Gate, Lightning Bolt (I love lightning, and I'd rather choose lightning bolt in front of Fireball), Greater Magic Weapon, Summon Monster (which one is the better choice of the Summon Monster spells?:), Alter Self, Reverse Gravity (what does this do?). What does Shades do as well? Besides Stoneskin, Mage Armor, Shield, Cat's Grace and Mirror Image, how can I buff my AC? Don't think I'd like Blink, since that gives me a chance of missing my target. Any other spells? My character can be able to cast other spells as well, but preferably mainly telekinesis stuff. Edit: Where can I find Touch of Idiocy? Seems uber:) |
| RPGhaulsass08-16-04, 11:12 AM | Oh, besides the MotUH, is there any other PRC I should choose, since straight sorcerer is boooring (no special class feats or anything)...? Loremaster, Master of Elements (lightning), anything? |
| carnivore08-16-04, 11:41 AM | LOOK here under sorceror http://boards1.wizards.com/showthread.php?s=&threadid=213480 very useful stuff |
| RPGhaulsass08-16-04, 12:23 PM | Thanks dude:) I found the spell list useful, but just about all of it is 3.5, not 3.0:( As I cannot find a Sorcerer's Handbook on the boards, and I've searched too much already imo, what kind of (optimum) feats should I choose, and why? |
| Fugazi08-16-04, 12:56 PM | wizard/redwizard/master of the unseen hand. Hi caster lvl46+ thus bab 46+ :) |
| RPGhaulsass08-16-04, 06:54 PM | Problem is that I have to be a Sorcerer. Another player has already chosen Wizard, so I'm stuck with either Druid, Cleric or Sorcerer:( |
| Fugazi08-17-04, 06:32 AM | than you're sh*t out of luck hehe :) |
| carnivore08-17-04, 07:26 AM | actually going red wiz is possible for a sorc,the same as it is possible for a sorc to be an incantatrix. white dragonspawn human lawful neutral sor 1 tatoo focus/calishite elementalist sor 2 sor 3 extend spl sor 4 sor 5 red wiz 1 still spl red wiz 2 red wiz 3 red wiz 4 silent spl MotUH 1 MotUH 2 MotUH 3 practiced caster MotUH 4 red wiz 5 innate spl red wiz 6 innate spl red wiz 7 red wiz 8 red wiz 9 quicken spl like ability red wiz 10 (planar) sorc 6 make your tatoo focus school be (transmute) pick feat from races of faerun.....Calishite elementalist(tradition of air)allows you to go over the damage cap for a selection of spls and adds +1 caster lvl to those spls. get an orange prism ioun stone(+1 caster lvl) cast the 2nd lvl spl magic tatoo(extended)lasts 2 days gives +1 caster lvl. result caster lvl = whitedragon spawn ........ +1 20 lvl sorceror...................+20 red wiz +5 spl power ........+5 (spl power does affect level dependent aspects of spls) calishite elementalist..........+1 orange ioun stone................+1 total .................................+28 gives BAB with TK +28/+23/+18/+13/ final BAB assuming CHA 20 +32/+27/+22/+17 actually not too bad IMO as you can use whatever you can lift with TK as a weapon(imagine a gnome using TK to weild a COLOSSAL GREAT SWORD) hows that ? |
| Balthanon08-17-04, 10:21 AM | White dragonspawn wouldn't really affect caster level at ECL 20. It has a +1 level adjustment (which should be a bit more), so that leaves you at caster level 27. However, you did leave out the magic tattoo you mentioned which pushes the caster level up to 28. The major error in this is the base attack progression though. No matter how high your base attack, you never go over 4 attacks a round. So assuming that 28 caster level, the base attack for telekinesis would be equal to +28/+23/+18/+13. I also don't see any reference in Master of the Unseen Hand to adding half your caster level again as an attack and damage bonus. Originally posted by carnivore whitedragon spawn ........ +1 20 lvl sorceror...................+20 red wiz +5 spl power ........+5 (spl power does affect level dependent aspects of spls) calishite elementalist..........+1 orange ioun stone................+1 total .................................+28 gives BAB with TK +28/+23/+18/+13/+8/+3 but MotUH gives a bonus to hit and damage = 1/2 caster lvl...so final BAB assuming CHA 20 +47/+42/+37/+32/+27/+22/+17/+12/+7/+2 actually not too bad IMO as you can use whatever you can lift with TK as a weapon(imagine a gnome using TK to weild a COLOSSAL GREAT SWORD) hows that ? |
| RPGhaulsass08-17-04, 10:24 AM | I doubt I'll get Orange Ioun stone, and White Dragonspawn is... Highly unlikely...:( I don't even know if I'll be allowed Red Wizard (aren't they totally evil btw?) If I went Sorcerer15/MotUH5 and chose Calishite Elementalist, would that give me a "bab" of 31? Extended Magic Tattoo gives me +1 caster lvl for two days? Why haven't I heard of this spell more often, as it seems pretty decent?:) Red Wizard is banned, I think, because of well... Uberness... So I will most likely not be able to choose that prc. Sorcerer10/MotUH5/....? Feats: Extend, Empower, Still, Silent, Innatex3, Calishite Elementalist, ....? Spell Mastery? Spell Focus? Weapon Focus: Telekinesis? Edit: Are attacks with Telekinesis treated as ranged touch attacks btw? If not: HOW do I max my hit pluses? Sorcerer/MoUH = +30 Calishite Elementalist = +1 Tattoo Focus = +1 (Would) Weapon Focus: Telekinesis (work?) = +2 Spellcasting Prodigy = +2charisma, = +1 Spell Mastery: Telekinesis?:P = 35?:) |
| Eidolon Faer08-17-04, 11:00 AM | Do Rings of Telekinesis still give unlimited use of the Telekinesis spell? If so, the Forge Ring feat seems a no-brainer at level 12. Master of the Unseen Hand is definitely the PrC you want. Then you just need a golf bag filled with weapons you can telekinetically animate. Or only adventure in kitchens. I just have this vision of a guy riding around inside an Otiluke's Resilient Sphere / Otiluke's Telekinetic Sphere which is being orbited by a cloud of weapons...maybe some sort of psionicist dip is warranted to allow you to split concentration further. Sadly, I don't own the Psionics books. |
| carnivore08-17-04, 11:10 AM | from what the description of full Tk attack it seemed as if it did not cap the quantity since it was related...although i do remember seeing it somewhere(i just thought it was errataed ) white dragonspawn should increase the caster level as it adds 1 lvl of sorceror(from a racial source) thus at 1st lvl you are effectively sor 2 for spls known and caster lvl seeing as you are at +1LA so ECL=2 .....(i do agree white dragon spawn is very broken but it hasnt been nerfed yet) as for adding 1/2 cast lvl as bonus IIRC its under either the section on TK attack or Full TK attack.....i dont have any books with me now so i cant check. still thats not too bad as you can do other things as well.... from SS the spl SONOROUS HUM allows you to cast the next spl that requires concentration and it will take over for you (but you still direct the effect as you desire) create magic tatoo is a 2nd lvl sor/wiz spl form either races of faerun or magic of faerun (one of the faerun books)has many other uses and scales as you gain lvls. from what i can see the TK combat seems to be treated as a melee att but they just cant reach you, it is governed by caster lvl so anything that helps caster lvl makes you hit better. |
| Eidolon Faer08-17-04, 11:13 AM | Oh, and Red Wizard is right out for a Sorcerer. In fact Wizards cannot be Red Wizards either. You have to be an Invoker, Conjurer, Diviner, Transmuter, Enchanter, etc...a Specialist Wizard. Read the PrC. It's something of a misnomer. Sorcerer is a fine choice, you'll take levels 11 to 15 as a Master of the Unseen Hand, and any PrC you squeeze into levels 2-10 or 16-20 is gravy, as long as it grants full caster levels. Archmage makes sense just for making Telekinesis a spell-like ability. Forge yerself a Ring of Telekinesis at level 12. Consider possibly dipping into Psionics after level 15 if you can get an ability to fully concentrate on maintaining 2 or more spells at once. That lets you, in effect, play two or more fighters at once. |
| RPGhaulsass08-17-04, 11:14 AM | What does Otiluke's Telekinetic Sphere do? Forge Ring would be neat, but what would it cost me to forge a Ring of Unlimited Telekinesis? I could ask my DM for a Ring of Telekinesis... As a heirloom from my old folks or something:) Ring of Unlimited Telekinesis would CERTAINLY do the trick for me!:D How can I max the attack roll hit percentage with Telekinesis? Which feats do I need, is there any items giving me pluses...?:) I can certainly imagine my sorcerer hovering about a metre above the ground, looking all mentally insane and just totally lost, throwing people 100 feet into the air without being near them, while having 10 Orc Shotputs or Greatswords swooshing around him, making a protective area around his body, with 4-5 already dead corpses with greatswords, axes, shotputs and daggers inserted deeply into their bodies:D DAMN, I want this build:D |
| carnivore08-17-04, 11:20 AM | a ring of telekinesis already allows you to use TK at will.....the drawback is that its only at the level of the crafter of the ring. its cost is 70000gp from DMG |
| RPGhaulsass08-17-04, 11:58 AM | Well then, if I choose the Forge Ring feat, and forge a new ring every level, that wouldn't be too hard then, would it?:D Also, Create Magic Tattoo allows me to make maximum 3 tattoos on a body. Thus, I could make 3 +1 caster level tattoos, giving me +3 caster levels. So: Sorcerer15 +15 MotUH5 +15 Create Magic Tattoo +3 Weapon Focus Telekinesis +2 Spell Mastery: Telekinesis +? At least +35 on a normal Telekinesis Attack:D Would this be any good?:) What's the cost of a Ring of Telekinesis btw? (If I create it with the Forge Ring feat, that is) |
| carnivore08-17-04, 12:30 PM | you can create magic tatoo of only one type at a time, so i would suggest : tatoo +1 caster lvl tatoo +2 attribute tatoo +2 att rolls also spl mastery does not apply to sorceror spls. look here for more info: http://www.systemreferencedocuments.org/35/sovelior_sage/home.html |
| Balthanon08-17-04, 12:31 PM | You will definitely want to track down the bit about half caster level before assuming it as part of your build. Magic Tattoo has expensive material components (100 gold per use) and requires a craft (tattoo) check to successfully cast the spell. It is still decent though if you're willing to invest the skill ranks, but you might want to look into it before you start planning uses. Since you're in 3.0 still, Spellcasting Prodigy actually wouldn't be a bad feat in this case to round out your set, unless the game uses the 3.5 version. (Spellcasting Prodigy, Silent Spell-->Still Spell-->Calishite Elementalist-->Extend Spell-->Innate Spell (x3) finishes off your feats as a human unless you pick up some bonus feats via Incantatrix or another class.) Also, forging a ring of telekinesis with a higher caster level would be more expensive, and doing one every level would rapidly put you in the poor house. |
| carnivore08-17-04, 12:44 PM | you are so right .......i was very wrong about the +1/2 cast lvl. i was confusing it with another build im working on right now it uses this spl: Giant's Wrath Transmutation Level: Cleric 3, Sorcerer/Wizard 3 Components: V, S, M Casting Time: 1 standard action Range: Personal Effect: One pebble per 3 levels Duration: 1 round/level Saving Throw: None Spell Resistance: None You infuse a handful of stone pebbles with powerful transmutation magic. For the duration of the spell, you can hurl one pebble as a standard action that provokes an attack of opportunity. The instant the pebble leaves contact with your hand, its size and the force of its throw increase dramatically; the pebble transforms into a boulder as if thrown by a hill giant. The boulder has a range increment of 120 feet, and you must succeed at a ranged attack to strike a target with the boulder. If you hit the target, the boulder inflicts 2d6 points of bludgeoning damage. You gain an insight bonus equal to half your caster level on attack rolls and damage rolls with these boulders. The size and nature of the hurled boulders increases as you gain levels. At 9th level, the boulder damage increases to 2d8 points of bludgeoning damage. At 13th level, the boulders deal an additional 2d6 points of fire damage on a hit. At 17th level, the range increment for the boulders increases to 180 feet and the critical damage multiplier for the boulders increases to Ž 3. If you drop a pebble or give it to another creature, the pebbles' magic dissipates harmlessly. Material Component: The pebbles to be transmuted. from here: http://www.wizards.com/default.asp?x=dnd/fw/20040416a sorry about that my bad |
| RPGhaulsass08-17-04, 01:19 PM | Well, as the 1/2 caster lvl thing is outta here, what am I to do with my Telekinesis? I can't hit anything with +25 on attack rolls:( I'm making a self-buff/telekinesis build, whom fancies Lightning Bolt and Chain Lightning stuff:D I COULD go Sorcerer10/Elemental Savant10, and take Innate spell to get more Telekinesis and Lightning bolts... Dammit, now I'm confused... I wanna start a mindblaster, but I want to use Lightning effects as well (since they're so neat), and I do need self-buffs for suuure, but how can I optimize this??? I could bring huge boulders? Make a Forcecage and fill it with water ( Create Water spell) ? 15 attacks seems wayyy uber though... |
| carnivore08-17-04, 01:32 PM | there are lots of things just look at what the spl does and use your imagination. http://www.systemreferencedocuments.org/35/sovelior_sage/spellsTtoZ.html#telekinesis take thier weapons away,throw lots of things(15 max) at many targets.....etc |
| carnivore08-17-04, 01:43 PM | thik of it like this ,......there are some EXCELLENT trip builds, disarm builds, charging bull rush builds. but TK lets you do ALL of these but at 400'+ you can "reach out and touch" someone while you are far away,with total concealment and cover. it is extremely useful, what core base fighter with a rock has +25 to hit, even if they did .....so do you and you are a spl caster. |
| RPGhaulsass08-17-04, 01:51 PM | A falling 400lb rock only does 16d6 worth of damage (would dropping it onto the victim do any more damage?), and that's not too uber imo...:( 15 greatswords would do 30d6!:( Still, I'll need to actually HIT the opponent to be able to bull rush, disarm, hurl him 300 feet into the air, throw 15 greatswords at him etc, and with +25 to hit against an opponent with +45 AC, there's a pretty small chance I'd even hit or manage to grab his bony ass (not literally speaking:D):( The spell itself is highly versatile, and Telekinetic Sphere adds loads of flavour, so I'll still make a Telekineticist:D How do I max my hit though, and how do I put this spell into max use? Idea: Can I ride a Telekinetic Sphere while holding 25lbs per lvls worth of opponent with Telekinesis, fly as far into the sky as possible, throw the opponent/s as far UP into the air as I possibly can, then, when the range ends, drop him faaaaaaaaaaaaaaaaaaaaaaaaaaaaaar down?:D |
| carnivore08-17-04, 02:51 PM | falling damage is capped at 20d6 no matter how far you fall |
| RPGhaulsass08-17-04, 04:41 PM | Okei, that SUCKS! 1000 feet or above SHOULD be instant death, no save:D Sooo then... Any idea on how to optimize my perfectly non-caring, 100% neutral telekineticist sorcerer with l33t skillz0rz and an affection for telepathic/telekinetic and lighting spells?:D OH, new idea: Toss him as far into the air as humanly/telekineticly possible, and fire hiss ass off with Lightning Bolts and Magic Missiles as he falls down:D |
| carnivore08-17-04, 04:56 PM | look here for rules on grappling,tripping,disarming..etc http://www.systemreferencedocuments.org/35/sovelior_sage/specialAttacks.html#grapple actually i dont see what the problem is , just what is it you are going up against that you are having a problem with. having a sorceror with the ability to use TK as a spl like ability as many times as you would be able to is very strong. this doesnt even take into account all the other spls that you can cast.remember since i would only recomend 4 lvls of MotUH you have 16 lvls of sorc(PrC) thus giving 8th lvl spls and if you give up 1 of the innate feats for practiced caster you cast at 20th lvl for all your other spls. |
| RPGhaulsass08-17-04, 05:04 PM | I could lose a Innate Spell for Practiced Spellcaster, sure. Since I'm brand NEW to spellcasting (first caster ever), which buff spells should I choose? Does Practiced Spellcaster apply to my Telekinesis spells as well? My problem is: Would I actually hit something with only +20-25 to hit? If I attacked a troll, a giant, moving tree, another spellcaster or a Fullplated Fighter with 15 greatswords, would they actually hit my target? Could I actually manage to grab hold of any of them and throw them miles into the air? |
| RPGhaulsass08-18-04, 12:31 PM | Where does it say that I can attack with 15 greatswords btw? In Master of the Unseen Hand, it states that Telekinetic Wielder gives: "A MotUH develops the ability to wield weapons with his Telekinesic power. By maintaining concentration on the combat manouver version of Telekinesis, a MotUH of 2nd lvl or higher can make a _single attack_, moving up to 20 feet before the attack." |
| RPGhaulsass08-18-04, 12:36 PM | Where does it say that I can attack with 15 greatswords btw? In Master of the Unseen Hand, it states that Telekinetic Wielder gives: "A MotUH develops the ability to wield weapons with his Telekinesic power. By maintaining concentration on the combat manouver version of Telekinesis, a MotUH of 2nd lvl or higher can make a _single attack_, moving up to 20 feet before the attack." Full attack Telekinesis states that you can make a full attack action, and get a new attack for every 5 points of BAB you've got (4 attacks with one weapon). How do you fit in 15 greatswords in that thing?? Also, I could not find the 1/2 caster level extra on Telekinesis thing... |
| NightOwl08-18-04, 12:48 PM | Something that I thought might be fun was using the Telek Thrust ability and use Orc Shot Puts (sword and fist). Grab a bag of holding and put a bunch of shot puts in it. Dump them on the ground and Telek Thrust them at whoever. |
| Balthanon08-18-04, 01:06 PM | Originally posted by RPGhaulsass How do you fit in 15 greatswords in that thing?? Also, I could not find the 1/2 caster level extra on Telekinesis thing... You can fling a number of items equal to your caster level (maximum 15) and up to 25 lbs a piece using the telekinetic thrust variant on telekinesis. Greatswords and orc shot puts are some of the better weapons to use because they deal 2d6 damage per hit. (Almost as good as disintegrate, except that damage reduction would probably apply to each weapon--a bit of a trade off for having no saving throw.) It dispels the telekinesis effect for anything under a 4th level Master of the Unseen Hand though. Carnivore said that he was mistaken about the 1/2 caster level aspect--he was thinking about a spell on the WotC website. |
| RPGhaulsass08-18-04, 06:02 PM | Does this mean that with the Full Attack Telekinesis ability, I'll be able to hurl 15 greatswords at an enemy, each of them doing 4 attacks with a (caster lvl) BAB of +20? |
| *R*08-18-04, 06:17 PM | In short, no. The spell description of Telekinesis includes: "Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust." and "Violent Thrust: Alternatively, the spell energy can be spent in a single round. You can hurl one object or creature per caster level (maximum 15) that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects. You can hurl up to a total weight of 25 pounds per caster level (maximum 375 pounds at 15th level)." To hurl 15 objects requires that you choose the Violent Thrust option of Telekinesis. The description of the Master of the Unseen Hand's Full Attack Telekinesis ability includes: "When using the combat maneuver version of telekinesis or wielding a weapon telekinetically..." So to get your full attack progression from Full Attack Telekinesis, you have to be currently using Telekinesis: Combat Maneuver, or "wielding a weapon telekinetically." "Wielding a weapon telekinetically" is described in the Telekinetic Wielder ability as requiring use of the Combat Maneuver option of Telekinesis. If you're using the Combat Maneuver option of Telekinesis, you aren't using the Violent Thrust option of Telekinesis, and vice versa. |
| RPGhaulsass08-18-04, 06:27 PM | Ohhh right...:) Do I still get my Charisma modifier to attack rolls though, or do I only get Caster level + feats and shizzle? Also, in the Violent Thrust option, do I use my normal BAB to attack with, or do I still use my Caster Levels as BAB? Because +10 to hit on 15 swords won't hit much, if anything at all:) |
| *R*08-18-04, 08:50 PM | You use your (Improved) caster level as virtual BAB plus your Int or Cha bonus to attacks for Combat Maneuvers, but that's the same way vanilla Telekinesis works. As for Violent Thrust, at MotUH 4 you get (Improved) caster level as virtual BAB plus your Int or Cha bonus to attacks for Violent Thrust. So yes, until you hit MotUH 4, you're stuck with your normal BAB + Int/Cha, as per standard Telekinesis: * Sorceror 10/MotUH 1 has CL11 Violent Thrust at BAB +6+Cha * Sorceror 10/MotUH 4 has CL14 Imp. Violent Thrust at BAB +14+Cha It's all there in Complete Warrior... you *do* have Complete Warrior, don't you? :D |
| RPGhaulsass08-19-04, 07:21 AM | No, I'm just collecting data about the Prcs to build the class, based on your descriptions. ... No, I've got Complete Warrior:D Thanks for the help:D |