Arcanotheign

Artemis Moonstar's page

Organized Play Member. 1,545 posts (1,660 including aliases). No reviews. 7 lists. 1 wishlist. 7 aliases.


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Does the Thrallspawn's acidic spittle work on objects? Can one conceivably spit at, say, a locked door and have the acid intensify over time until it's dissolved? (I'm aware this makes little actual sense for one globule of fluoroantimonic phlegm, but I have a GM who runs very "mechanics first.).... Mostly I just want to know if the acid effects objects and intensifies over time.


Hey, so, quick question. In the Creation sphere, are the alter abilities Repair and Destroy confined to the same restrictions that Create is? IE: Size & Materials?


Like the title says, I'm starting Giantslayer with a very small (gestalt) party using Spheres of Might & Power systems. What I'd like to know is should I convert the entire campaign to the Spheres system, or leave it as is and hope for the best?

For reference, I've only got one player, and myself as a DMPC. I'm waiting for her to figure out what she's going to be playing before I finalize my DMPC to cover what her character can't in terms of gameplay necessity. Be it healing, trap finding (though I always feel a DMPC as a trap finder is somehow wrong), ranged dps, whatever. We've both been really digging on running Spheres Only games lately, mostly homebrew or modules, so both characters are likely only going to have sphere classes.

To make matters worse, she hates when I tone down campaigns to account for the lower number of party members. She's not a min-maxer by any means, but she loves the challenge to her creative thinking, which is the only reason I don't often fudge the enemy numbers. To be fair, I love her tackling it like a puzzle and coming up with stuff even I hadn't thought of. She's the type of player that would, rather than storm a room full of baddies we wouldn't be able to take on, blow up the roof and pick off the stragglers.... Hell, during a Rise of the Rune Lords game, managed to haggle for a (randomly rolled in shop) philter of love to convert a captures Tsuto to our side, and used her character's background (noble scion from Magnimar) to hire Orik Vancaskerkin with a promise of a lot of gold and returning to Magnimar. Also, took out an IOU (using family connections) with the local shop owner for two Elemental Gems, which made the "raid the fort during mass" much less of a clustercluck than I expected it to be.

So, with that in mind... Convert the baddies to spheres, or save myself the trouble and run as is?


She's not particularly invoking Stormwind though. You're reading into a context that isn't there. Now, whether that's because of your experiences on this board, where it runs rampant, or due to some other reason, I can't say.

She's not claiming that optimization prevents RP. She's pointing out that there is very little in-game reason for Eastern armor to be in, say, Ustalav, or Alkenstar, or generally anywhere in Garund or Avistan that doesn't regularly trade with Tian Xia (point A). Not only that, but let's face it, who really looks at equipment outside of what they know they use? For example, I am entirely uninterested in working construction, so why am I going to go strolling through the jackhammers and what not? Why should a character proficient in light, or even more, no armor, suddenly go looking for a possibly locally rare-to-unheard-of medium armor made out of a supposedly rare material? Without something, of course, provoking one to look at it. The shopkeep selling it to you pretty hard, an ally with the knowledge of it tipping you off, witnessing an enemy using it? (Point B). Her point C, only 1 light armor is made out of metal, relates to point B in a fashion, in that Mithral Kikko Armor is not going to LOOK light, when 99% of light armor is not made out of metal.

The conditions of invoking Stormwind require the following:

1) A belief that optimization actively impedes or reduces role play.

2) Conversely, that role play must not utilize any strong abilities that could be considered "OP"

These conditions are not being met. All that is being met is that metagame knowledge, that Mithril Kikko Armor bypasses the rules regarding non proficiency, from being something a character knows about from day 1. Unless, of course, one hand waves it into their character background somewhere as having come across it. It's as simple as that. Condition 1) is not being invoked here, it's never stated nor implied once. Condition 2 is also not being invoked here, as she never said one shouldn't use strong options.

The only other factor at play is the personal feeling that Mithril Kikko Armor subverts the intended rules regarding armor proficiency. Which, given Paizo's record, could very easily have been a mistake the author didn't think of or the editors didn't catch. If anything, it's fueled by a small smattering of "rules lawyer logic".

Edit: Honestly, what happened to you BNW? Calling up Stormwind in a fashion that's obviously a Straw Man? I know I've not been around for a while but I remember you being better than that.


I'm pretty damn sure KP's not invoking the Stormwind Fallacy here. KP's the type of player that doesn't like to feel like she's abusing the system, due to a plethora of problematic playings with power gamer "That Guy"s for most of her TTRPG career. She's also the kind of person that prefers to, after 1st level, let the events in the game influence the way the character develops, rather than develop a full build plan like us theorycraftists... Besides the basic requirements to make the build work (feat-intensive TWF builds, for example). If a reason doesn't come up in game, it won't make it onto the sheet (exceptions exist of course, for something that catches her excitement).

Which, in this case, she's suffering from a mild knee-jerk reaction to the ACP thing with Mithril Kikko Armor and the rules concerning ACP and armor proficiency. The problem, of course, that you can remove the penalty for being non-proficient in the armor by simply reducing it's ACP to 0. To wit, if you're not proficient in it, you shouldn't be able to cancel it out.

The RP thing simply referred to how she runs and builds characters after game start.

Source: I'm her current GM, and have been gaming with her since she started playing in 2010.


Val'bryn2 wrote:
I have a plan for a skinwalker bat blooded, from Tian Xia, the Forest of Spirits, a brawler who calls himself King Guan, as in Japanese, near as I can tell from my limited knowledge, would be Guan-o.

Actually N is a sound by itself in the Japanese syllabary, as well as the sound "No". So Guan would sound like Guan.

Sauce: Studying Japanese.


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Howdy all! Swung by to start up a thread for people to post their most punny and silly characters.

For example...

I've recently started up a green-furred gnoll druid, Gaz Ebo.


So, I remember reading somewhere there was anoother super-delux adventure that can be run stand-alone or as a sequel to reaping stone. Anyone know what that was?


Rysky wrote:
You can't stockpile the Soul Gems anymore.

Well there goes the crafting usefulness... Harumph.


So... What's new with the Daemons and the Souldrinker? The BotD Daemon Edition was my favorite so far. I'm reading over on reddit something about Create Soul Gem getting a nerf (but not getting any details)?

What did they do to my pretty cuddly daemons!?


Nocticula and Socothbenoth, because hedonism is fun.

Sifkesh, because body horror.


Would it be conceivable for Abadar (rather his church) to have an Oracle of the Streets under their employ? Building a LN (or LE, haven't decided) "Civilization at any cost!" type, going into Balanced Scale of Abadar and Justicar... But I hate preparing spells. Inquisitor is fine but I'm more looking at Oracle (w/ Legalistic curse) for it.


Does anyone know who Vildeis' arch nemesis and most hated foe is? Got a blind fighter I'm designing (Blinded Blade Style focused Sensate, because Rule of Zatoichi, I mean Cool), and need to know. Mostly because there's the Blinded Zeal Trait for Vildeis, and the Birthmark faith trait which is going to be Vildeis' holy symbol on his 'redominant' sword hand. As a drawback, I picked Foul Brand for his 'off hand', and can't quite decide on who to pick.

Currently I feel like Sifkesh is the most thematic choice, though my first choice was Szuriel.... Sifkesh is diametrically opposed in alighment to Vildeis.


Starfinder GM wrote:
Artemis Moonstar wrote:

Hmm. Dot. I'm still reading over the book, but I've a few character ideas I've come up with already that I'd like to learn Starfinder with.

Only one potential problem. What's the expected posting frequency? I'm in classes M-F for about 6 hours each.

Someone else had asked about posting frequency that I answered earlier. Once a day. Weekends I am lenient and there might be some weekends I don't post. During a combat I try to post more if my players are keeping up.

.... How did I miss that? Lack of sleep from all nighters probably.

I can hammer out once a day, sometime in the late evening (PST). I'll see about putting something together tomorrow evening.... Possibly an Android Technomancer.


Hmm. Dot. I'm still reading over the book, but I've a few character ideas I've come up with already that I'd like to learn Starfinder with.

Only one potential problem. What's the expected posting frequency? I'm in classes M-F for about 6 hours each.


3 people marked this as FAQ candidate.

Orc Weapon Expertise:

You can do more with the weapons orcs favor the most.

Prerequisites: Base attack bonus +1, orc.

Benefit: When you take this feat, choose one of the benefits below. Whenever you wield a weapon that has "orc" in its name, you gain the benefit you chose so long as you are actually proficient with that weapon.

Bully: Gain a +1 bonus on damage rolls against creatures at least one size smaller than you.
Defender: Gain a +1 shield bonus to your AC (or +2 if wielding a two-handed weapon).
Disrupter: Add 3 to the DC of opponents’ concentration checks to cast a spell within your threatened area. This only applies if you are aware of the enemy’s location and are capable of taking an attack of opportunity. If you have already used all of your available attacks of opportunity for the round, this increase does not apply.
Killer: Gain a +2 competence bonus on attack rolls made to confirm critical hits.
Thug: Deal +1 point of nonlethal damage with the weapon.
Trickster: Gain a +2 bonus on a single type of combat maneuver check that you can perform with that weapon.
This feat has no effect if you are not proficient with the weapon you’re using.

Special: You can gain this feat multiple times. Each time you take this feat, you must choose a different benefit. You may only apply one of these benefits per round (chosen as a free action at the start of your turn).

I believe I read somewhere multiple time that you require 2 hands to use a bow regardless of it's size (plus that's common sense). So, for the purposes of Defender from this feat, does the Orc Hornbow give me +2 shield to AC for a 2 handed weapon?


I'd have figured it was self explanatory.

Armor Training (Ex): At 7th level, a rondelero gains armor training 1, and can move at his normal speed in medium armor. At 15th level, the rondelero gains armor training 2, and can move at his normal speed in heavy armor. This ability replaces armor training 2

Alright, so you move Armor Training 1 back to seventh level. Armor Training 2 gets pushed back to 15th level, when you would get armor training 4.

Now, consider this. The archetype does not lose Armor Training 4. It does lose Armor Training 3. So, you would obtain Armor Trainings like this:

Level 7: Armor Training 1.
Level 15: Armor Training 2 (Archetype), Armor Training 3 (Fighter's non-removed Armor Training 4).

You get 2 and 3 at the same level because of the way replacing single "levels" of an ability works for the archetype system.


.... Gotta love when the party manages their stealth checks to go check out the Chenowitz place. Taking a break ATM which is giving me enough time to try and figure out how to run this....

Spoiler:

They slaughtered the misbegotten villagers with a series of good initiative checks and lucky crits. Rolled, and everyone else in town never noticed any noise. They harvested the flayleaf and just meandered in through the secret door into the lab....

I think I'll let them wander around, discover everything, kill the stuff... But I'll probably roll a percentile with an increasing 10% chance there's a cultist that notices them, and puts out the alarm. If they somehow avoid detection the game will continue as normal... Unless they do something silly.


So, the one I have for age categories, the Grendle has one *, while the Houri and Spring child have two *. Yet there's no reference to what the single * is for. What up with that?


So.. Out of curiosity how does a veil like Riven Darts interact with construct's magic immunity?


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Milo v3 wrote:
Artemis Moonstar wrote:

Out of curiosity, can undead use Akashic magic if they have veil weaving classes? A quick ctrl+f search (for "undead") didn't find anything saying they couldn't.

Getting the opportunity to use DSP's Deathless Ghost monster class and want the 17 levels after the monster class to be Vizier.

Nothing prevents undead from using akashic magic.

Excellent. TYVM. Undead Vizier it is :).


Out of curiosity, can undead use Akashic magic if they have veil weaving classes? A quick ctrl+f search (for "undead") didn't find anything saying they couldn't.

Getting the opportunity to use DSP's Deathless Ghost monster class and want the 17 levels after the monster class to be Vizier.


Playing in Mummy's Mask soon. Curious if ancient items that may be broken can be fixed up (and thus given GP values, hehehe) to sell.


Here's a thought I had while examining the Outer Gods on Pathfinderwiki. The underlying information I'm aware of might be out of date.

What if Groetus is connected to the Outer Gods and Yog-Sothoth in some way? Perhaps after Yog-Sothoth gets summoned, likely unleashing Rovagug in the ensuing chaos, and all of reality is warped and shattered, Groetus comes in like a janitor and sweeps all the strangeness out of the planes and restarts the pilot light? Or something like that.

Didn't devote much thought to it. Just popped into my head after reading Yog-Sothoth. Enjoy and Discuss I guess?


1 person marked this as FAQ candidate.

So the monster codex gives us the corrupted flesh feat for ogres.

Corrupted Flesh:

You have sickened, rotting flesh from some deformity or vestigial limb that has turned fetid and necrotic, yet refuses to heal or fall off.

Prerequisites: Con 15, 6 HD, ogre.

Benefit: You gain the stench special ability (DC 10 + 1/2 your HD + your Constitution modifier).

The stench ability says this:

Stench (EX):

A creature with the stench special ability secretes an oily chemical that nearly every other creature finds offensive. All living creatures (except those with the stench special ability) within 30 feet must succeed on a Fortitude save (DC 10 + 1/2 stench creature’s racial HD + stench creature’s Con modifier; the exact DC is given in the creature’s descriptive text) or be sickened. The duration of the sickened condition is given in the creature’s descriptive text. Creatures that successfully save cannot be affected by the same creature’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

Format: stench (DC 15, 10 rounds); Location: Aura.

Yet the feat says nothing about duration.

So what's the duration?


Especially with "Divine Source" being a thing.


I want, currently, the rest of the information on Tabris and his three books, and anything else pertaining to Nethys and his rise to deity status.

Mostly because I've had a character cooking for years now centered around learning "everything ever", but have had to keep shelving it every time the inspiration cropped up because there wasn't enough information on Tabris or his books yet.

One more bloody book, just one more, and the hunt for the three artifact books begin!


Basically I've got a character in the works whose background includes hearing whispers of Tabris and the books he made, which spurred the ambitious knowledge seeker (venerates Nethys I might add) to go adventuring in search of the artifacts.

I'm wondering if the list of references to Tabris & the books I've got is complete, if not feel free to add on.

Princes of Darkness
Hell Unleashed
Trial of the beast
Lords of Chaos
Horsemen of the Apocalypse
Chronicle of the Righteous
Artifacts and Legends
Beyond the Doomsday Door

And am I correct in reading that so far only the Book of the Damned and the Chronicle of the Righteous have been published so far?

Tabris is pretty much my most favorite part of the setting so far, and I've been cooking this character concept since the first BotD came out and referenced the other two parts of it. Feels like there's a decent enough amount of info out now to play the character on the hunt for "all teh knowledge evar (without going full Nethys)".


Now I'm particularly interested.

I have the sudden desire to create a jester named Harold....


I have yet to pick this up, but is there anything related to the Scrollmaster at all? I've been wanting to play that archetype for ages for a Read Or Die inspired kind of character, but I haven't been able to really bring it together in a way that the scroll/paper fighting isn't just some secondary gimmick that gets lost while having to do other stuff to be useful to the party.

Actually, is there anything else in the book for paper magic at all?


If this is still open, can I request to play a human amnesiac psychic of the psychedelia discipline? Mostly built around pesh addict/sahir-afiyun really, but can indeed alter as necessary. I would assume in this campaign I'd evolve him into a drug king pin.... But then I've only played in this game up partway through the prison break before I got busy af, so have no idea what happens later in the campaign.


Unfortunately I'm going to have to drop out. Turns out I'm going to be a lot busier than I expected for the forseeable future. Beard-Fu will have to make an appearance later.


Actually I just can't come away from Beard-fu. The idea is just too fun to me. Building now (trying to find a good ability score spread)

Which does raise the question. What happens with Prehensile Hair and Iron Beard? Lol


.... Paizo, why do you do this to me? Apparently an errata makes Final Embrace require constrict as a racial ability now. My terrifying Beard-Fu dwarf has had one of my primary reasons I wanted to play him neutered.

Edit: Actually, I'll be back with something different. Have a few more ideas I'd like to fiddle with.


Dot. I'll be back with a character later. With a dwarven White Haired Witch crossed with either a Monk or Brawler, I haven't decided.

Because I really, really want to play a Beardomancer.

Be back later because... It's 5 AM and I haven't slept yet, so.. Yeah. Sleep first.

Edit: I may VMC Magus... Provided the arcane pool still enhances natural attacks. Because what dwarf doesn't want to set his hair on fire while manipulating it to beat down on his enemies?

Further Edit: Clarification on brawler or monk.. Mostly a decision between Tetori Monk or Strangler Brawler, at this point. But I might have a better idea than one of those to fluff out my Beard-Fu when I wake up.


Would a Ganzi Kineticist be too far out there to submit?

Set 1:
Set1: 4d6 ⇒ (3, 3, 2, 2) = 10 = 8
Set1: 4d6 ⇒ (6, 5, 5, 4) = 20 = 16
Set1: 4d6 ⇒ (1, 4, 5, 6) = 16 = 15
Set1: 4d6 ⇒ (6, 1, 2, 1) = 10 = 9
Set1: 4d6 ⇒ (4, 1, 6, 5) = 16 = 15
Set1: 4d6 ⇒ (2, 4, 4, 5) = 15 = 13

Set 2:
Set2: 4d6 ⇒ (5, 3, 3, 4) = 15 = 12
Set2: 4d6 ⇒ (6, 3, 1, 1) = 11 = 10
Set2: 4d6 ⇒ (5, 2, 2, 4) = 13 = 11
Set2: 4d6 ⇒ (1, 4, 1, 1) = 7 = 6
Set2: 4d6 ⇒ (2, 6, 5, 1) = 14 = 13
Set2: 4d6 ⇒ (6, 3, 1, 6) = 16 = 15

Set 3:
Set3: 4d6 ⇒ (6, 5, 6, 3) = 20 = 17
Set3: 4d6 ⇒ (6, 2, 5, 4) = 17 = 15
Set3: 4d6 ⇒ (2, 1, 1, 4) = 8 = 7
Set3: 4d6 ⇒ (6, 2, 6, 5) = 19 = 17
Set3: 4d6 ⇒ (5, 1, 4, 2) = 12 = 11
Set3: 4d6 ⇒ (1, 6, 6, 4) = 17 = 16

.... Geezus. I like #3 but that 7.....


Working on the character sheet now. First time building a sheet in Docs so bear with me plz thnx.


I'm going to have to vote for RotRL Redux. I haven't been able to enjoy a Gestalt game in a very, very long time... And I've got quite a few gestalt ideas I want to play around with. (If 3rd party is allowed, I honestly, truly want to run a Mind Blade Magus//Soul Bolt Soulknife. Because I never want to be without a weapon, ever.)


Still waiting on a reply to that PM but (s/h)e's busy. I'm currently really diggin' on a Godhand (Little Red Goblin Games) of some kind. Possibly either a Dreige (Dreamscarred Press) or a Hasa (LRGG), which I just realized I didn't float by the DM in my PM of questions.

If all of my 3rd party kick falls though, I'll probably wind up playing a Twilight Sage Arcanist, since I'm not sure either of my rolls work for a Dark Elementalist Blood Kineticist.


Just so ya know, I'm building a Striker centered around Wrestling and either Boxing or Open Hand spheres...

I should have it up later tonight. If that's alright with you.


PM sent concerning 2 potential 3rd party classes, and some truly monstrous potential 3rd party races.


PM coming your way.


Dot. I'm going to need to read over SoM before I officially decide to try a character.

So far I like the Brute sphere but I don't know which class would be good for it!


Can I get a bit of clarification on "monstrous and evil" races? Is there an upper limit? No Deurgar Tyrant for instance (only ask because that'd make the Aetherkineticist Knight easier, lol).

Edit: Also, you say "Try to stay mostly Paizo"... How hard of a rule is this? I've got the Little Red Goblin Game's racial guide (3) with a lot of very monstrous races that can add some exotic spice to the game.

Edit 2: Also for race. I've also got Bloodforge from Dreamscarred Press, and a multitude of "in the company of ____" that I've been itching to use.


Oh! I can finally play one of my two evil kineticists, dice permitting! I just can't decide if I want to do the Atherkineticist Kinetic Knight, or the Blood Dark Elementalist...

Welp, dice gods permitting, here we go!
Set 1: 2d6 + 6 ⇒ (4, 1) + 6 = 11
Set 1: 2d6 + 6 ⇒ (1, 3) + 6 = 10
Set 1: 2d6 + 6 ⇒ (3, 5) + 6 = 14
Set 1: 2d6 + 6 ⇒ (2, 2) + 6 = 10
Set 1: 2d6 + 6 ⇒ (4, 5) + 6 = 15
Set 1: 2d6 + 6 ⇒ (3, 6) + 6 = 15

They don't like me apparently... Set 2!

Set 2: 2d6 + 6 ⇒ (6, 3) + 6 = 15
Set 2: 2d6 + 6 ⇒ (4, 3) + 6 = 13
Set 2: 2d6 + 6 ⇒ (3, 1) + 6 = 10
Set 2: 2d6 + 6 ⇒ (4, 4) + 6 = 14
Set 2: 2d6 + 6 ⇒ (1, 1) + 6 = 8
Set 2: 2d6 + 6 ⇒ (5, 4) + 6 = 15

I... I don't know which one I'd prefer to take.. Can I have a moment to think on it?

They total out to the same... Roughly. Hmm... Above average in 3 stats and average in 3 stats, or above average in 3 maybe 4 stats, average in 1, and below to average in 1?...


So, here's a houserule I've been playing with for decades now that I apparently forgot was a house rule. My groups have found it fun, I figure some other people might. If there are any questions about specifics that need clarification, just ask.

Initiative Homebrew Modification
As per usual, initiative order is checked at the start of the combat after the surprise round. Additionally, one can hold & ready actions to change where they're going in the initiative as per usual. The primary change lies in that things which disrupt Initiative Count specifically can be used to change an enemy's initiative count.

That is to say, one can use, say, Unprepared Combatant to drop that initiative 27 Lich down to Initiative 23, letting your two buddies go ahead of him rather than getting death ray'd in the face.

One can also increase an initiative count, but again, only things that increase initiative specifically qualify.

Some caveats, of course.
1) A character can never go twice in the same round via this. As in, Init 27 Lich goes, then gets dropped to 23, cannot go again.
2) If a character's initiative is increased in combat, that does not enable them in any way shape or form to retroactively apply their turn's actions as occurring BEFORE the newly lower-than-their-initiative-count characters.
3) In effect, all changes to initiative only take effect in the next round of combat.
4) You can 'reshuffle' as a move action instead of holding or readying an action to change your initiative number. You roll your initiative again to find your new place in the turn order. You must take the new roll, even if it's worse.
5) Penalties and bonuses to initiative (whether count or roll) apply on reshuffles. For instance, if you are still affected by Unprepared Combatant's 1 min/level duration, all reshuffling you do will still apply the -4.
6) You cannot combine a reshuffle, a readied action, or a held action in the same round. Just because you don't like your reshuffle result, doesn't mean you get to cheat it this round.
7) Bonuses and penalties to dexterity do not affect your initiative count in turn order. They will, however, effect your reshuffle rolls.

I'm not all here right now, a little ill actually, but I believe that's pretty much everything. If anything's unclear I'll happily clarify as best as I can.


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Isabelle Lee wrote:
PossibleCabbage wrote:
I might consider allowing the Kinetic Knight hydrokineticist to invest burn into both their shield and their armor at the same time. That seems reasonable.
This is a very good idea, actually. ^_^

Can I just take a minute and say I really like the archetype? I'm definitely going to be using your clarifications for it. It's my third fave archetype in the game (right behind Twilight Sage Arcanist and Dark Elementalist Kineticist). I'm in the process of building a Aether Kinetic Knight in black armor with a focus on Telekinetic Maneuvers (Grapple focus) and Suffocate.... This archetype makes me happy ^_^.


I really don't get the confusion here.

Bladed brush states: You CAN use weapon finesse on this Glaive.

UC Rogue/Slashing Grace: Choose a weapon that CAN be used with weapon finesse.

A Glaive for YOU can be used with Weapon Finesse. YOUR Ability/Feat enables you to have Dex to Damage with weapons YOU can finesse with.

I really don't want to have to go searching for previous confirmed examples of this kind of interaction, but I will if I have to. I know they're on the board somewhere.


With a good cup of coffee and a nice blo- That's not what you were talking about was it?

Smelling salts. Always those damned stinky salts.


So I'm putting together an NPC for my game that I might modify to utilize as a PC later (re-skin the fellow). The basic idea is as follows.

Android Kineticist. Utilizes Telekinetic Maneuvers which reference:

Telekinesis, Combat Maneuver:
Combat Maneuver: Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, you use your caster level in place of your Combat Maneuver Bonus, and you add your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier. No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentration.

Grapple of course referencing

Grapple Rules:
As a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have Improved Grapple, grab, or a similar ability, attempting to grapple a foe provokes an attack of opportunity from the target of your maneuver. Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the combat maneuver roll. If successful, both you and the target gain the grappled condition. If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). Although both creatures have the grappled condition, you can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from both you and the target. If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple).

Bolded parts mine for the part I'm asking about.

The big question is, does the attempt take a -4 penalty from the original grapple rules? Or does the CMB of CL + Con mod overwrite the -4 penalty like I assume? Does the caster/kineticist suddenly have their hands full with this spell?

And for the curious, the rest of the idea is to use Improved/Greater/Rapid Grapple to truly grapple at range, and for poops & sniggers (a form of laugh), Chokehold & expanded element air (lightning). Basically I decided to build Vader for the lulz.