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What are the best weapons for damage output for the violent thrust option of Telekinesis?

Do 2-handed weapons do 2-handed damage with this option?

What is ballista bolt damage for TK?

What are the best means of carrying and launch preparation for these items?

Osirion (Pathfinder Adventure Path, Tales Subscriber)

Robert Young wrote:

What are the best weapons for damage output for the violent thrust option of Telekinesis?

Do 2-handed weapons do 2-handed damage with this option?

What is ballista bolt damage for TK?

What are the best means of carrying and launch preparation for these items?

If you go completely by the description of the spell, then it's based on the weapon. Weapons inflict damage per normal. See below.

Core Rule Book wrote:
Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects).

There is no means of launch preperation, other than that they be unattended. Otherwise, your telekinesis spell would have to be used for a combat maneuver (disarm), not for a violent thrust attack.


William Sinclair wrote:

If you go completely by the description of the spell, then it's based on the weapon. Weapons inflict damage per normal. See below.

Core Rule Book wrote:
Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects).
There is no means of launch preperation, other than that they be unattended. Otherwise, your telekinesis spell would have to be used for a combat maneuver (disarm), not for a violent thrust attack.

I was thinking along the lines of making the items available for launch in a manner conducive to use in round by round combat. For example, and at the appropriate caster level, 15 large sized greatclubs will fit in a Type I Bag of Holding, which can be turned inside out to produce them for TK. A large greatclub does 2d8 damage, for a potential 30d8 (15 x 2d8) damage if you can connect with all of them. Why greatclubs? They won't puncture the bag of holding.

Andoran (RPG Superstar 2010 Top 8)

Sure! Why not. I'd be tempted to lace arrows with alchemist's fire, acid holy water, or other nasty potions, personally. :)


Sure you can... I used to sprinkle Beholder lairs with all manner of mundane weapons for just such an occasion, especially while bathing the PC's in it's AMF. The Objects being hurled by magic outside the field aren't effected after launch!

Ballistas are Huge Heavy Crossbows, so 1d8 as a Huge Dagger.

--Telekinetic Vrocket Launcher


I built a Thri-Kreen for an arena situation who used telekenesis with Spears. I choose those because they would easily fit in a special quiver he was wearing (non-magical) He would fire 11 spears from the quiver, each trying to deal 1d8 dmg. Now that they were out and on the floor, he continued until the opponent charged in and he needed to actually fight instead of play "LRM's of Solaris".


One bonus is the availability and reusability of the TK'd items. It's the logistics of carrying that could be a pain. Outside of a wagon (of all things), it becomes a bit of a problem to lug your artillery ammo (but that's a problem that has yet to be solved in the real world, as well).


AWizardInDallas wrote:
Sure! Why not. I'd be tempted to lace arrows with alchemist's fire, acid holy water, or other nasty potions, personally. :)

Yes, alchemist's fire sounds good to me, too (attacking touch AC vs. normal AC).

Andoran (RPG Superstar 2010 Top 8)

Mirror, Mirror wrote:
I built a Thri-Kreen for an arena situation who used telekenesis with Spears. I choose those because they would easily fit in a special quiver he was wearing (non-magical) He would fire 11 spears from the quiver, each trying to deal 1d8 dmg. Now that they were out and on the floor, he continued until the opponent charged in and he needed to actually fight instead of play "LRM's of Solaris".

I would have been tempted to have him throw chatkcha around just for the coolness of having bladed crystal weapons flying about. Haha!


This is funny. In my campaign, Gnomes are slowly beginning to replace chemically accelerated firearms (regular guns) with things like this. However, I haven't made any rules for it yet. I am thinking that telekinesis is super overkill for this application and that a lower-level spell (similar to the old Psionic power "Bolt" would be in order. What do you think?


Alchemist's Fire, yes, and maybe a Tanglefoot Bag or 2, as well....


What are the smallest things you can hurl with telekinesis and still do damage? The spell says,

Quote:
Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects).

Does this mean that a nonweapon item MUST weigh 25 pounds or more to cause damage? Of course I could hurl arrows, but I think it would be classier and more fun to hurl tarot cards, or pennies, or something cool.


threemilechild wrote:
Does this mean that a nonweapon item MUST weigh 25 pounds or more to cause damage? Of course I could hurl arrows, but I think it would be classier and more fun to hurl tarot cards, or pennies, or something cool.

Although evocative, it certainly seems that the damage dealt by this spell is proportionate to the size, weight and lethality of the items being flung. Such tiny and delicate items would likely deal negligible damage unfortunately.

As best as I can figure, the optimal weapons to use with this spell, RAW, would be colossal-sized chakrams. Scaled up from medium size, they'd each weigh about 16 pounds and deal 6d6 damage each. Anyone know of anything better?


big chakrams are best without getting mithril falcatas or magic. canisters of green slime.


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