Charlie Bell RPG Superstar 2013 Top 16 |
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Combo with a pile of arrows and flame arrow to deal 1d8+1d6 per level.
It's way more expensive, but combo it with a pile of +1 holy arrows for 1d8+1+2d6 per level. Poor man's version of that is to fling vials of holy water with it.
Keep stacks of adamantine, cold iron, and silver durable arrows and you're as good as an archer for taking out golems and stuff. The adamantine ones might also let you destroy traps at a distance.
Cast wall of fire and move enemies back and forth through it as much as you can in a round. Fling them back into clouds or black tentacles when they escape.
Use it to drop portable holes over bad guys for crowd control. Or over friendlies when you need to get them out of the fight.
Move your fightys around with it so they can make full attacks without having to take move actions.
Ring of telekinesis is crazy expensive (75k) but the uses for at-will telekinesis are limitless.
Lincoln Hills |
Darn, Charlie beat me to the punch on the hilarious Flying Full-Attack Barbarian trick.
The spell can also be used entertainingly in conjunction with a running flaming sphere or ball lightning effect. And keep an eye out for thin ice, decaying tunnel supports, landslide zones and other opportunities to do massive harm by indirect means.
PSusac |
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Take the following Feats:
If you are a sorcerer Take:
Trait: Outlander (Lore-Seeker)
Magical Lineage
Spell Focus (Transmutation)
Greater spell Focus (Transmutation)
Spell Penetration
Greater Spell Penetration
Persistent Spell
Quicken Spell
Spell Perfection (Telekinesis)
Heighten Spell
Mage's Tattoo
If you are a wizard add:
Preferred Spell (Telekinesis)
You can now spontaneously cast telekinesis with a +9 to your rolls against SR, and a +7 to your DC's.
You can also add persistent or quicken to the spell at no cost, and then heighten it the rest of the way to 9th level to further increase the DC. The cost of metamagic is reduced by 1 which allows you to add ANOTHER point to the DC of the spell by using heighten.
So your Telekinesis is nigh irresistible.
You are a bit of a one-trick pony, but it's a darn good trick!
PSusac |
1) Improved Initiative
1) Spell Focus: Transmutation
2)
3) Greater Spell Focus: Transmutation
4)
5) Spell Penetration, Craft Wondrous
6)
7) Improved Familiar
8)
9) Mage's Tattoo
10) Heighten Spell
11) Quicken Spell
12)
13) Preferred Spell(Telekinesis) [+3DC, +6 SR]
14)
15) Greater Spell Penetration , Spell Perfection (Telekinesis) [+5 DC, +11 SR]
16)
17) Spell Perfection (Polymorph Any Object)
18)
19) Preferred Spell (Polymorph Any Object)
20) Immortality
OK so this build let's you take Craft Wondrous (a must-have for all wizards IMO) and improved familiar for general usefulness. Everything else up to 15th level is devoted to Telekinesis.
Hmm, not bad. It looks pretty solid I think.
For your school take Divination (for initiative) Conjuration (for the teleports) or Transmutation (a distant 3rd option IMO).
Corlindale |
(Quickened) True Strike + the Combat Maneuver application of TK can be pretty potent. Good for bull-rushing people into pits/off cliffs/into prismatic walls, etc...
The combat maneuver feats should work for TK but might not be worth the investment since you can usually only attempt one per round anyway.
The pile of arrows + Flame arrow trick is nice, can be made even more potent with Greater Magic Weapon on top of that. DR is still a pain against this trick, though.
The Foresight school is good for certain applications of TK since it helps you know when you are likely to pull off a combat maneuver (or defeat SR). Transmutation is also a decent option, mostly because of the ridiculously awesome Annihilation Spectacles.
Gregory Connolly |
Buy yourself some colossal mithral rapiers. You want 15 of them by 15th level. This is the absolute maximum damage output I can figure out from Telekinesis. At 16 lbs each you are gonna need a wagon to carry them around though. 15 attacks at 4d6 each (if I read the table correctly) is gonna ruin anyone with a low AC.
TheSideKick |
ive always wanted to play a telekinesis character, but that damn spell comes so late in the game its not even worth it for most games.
i like jedi, so ive always wanted to play an EK melee fighter, but the force school in pathfinder is very lack luster. 3.5 it was better but the system was harder to pull off good force spells.
Petty Alchemy RPG Superstar Season 9 Top 16 |
RavingDork had a build I thought was pretty fun
Though it is highly dependent on getting that ring.
TheSideKick |
RavingDork had a build I thought was pretty fun
Though it is highly dependent on getting that ring.
that character wont work. weapon adepts perfect strike wont work with a temple sword, but other then that it does look fun.
i would change the archetype over to sohei, or martial artist.
Cap. Darling |
here is a question i have, would maxamize and empower metamagic feats alter the "no more than 25 pounds per caster level" with telekinesis?
25 lbs per caster level (max 375) is nothing when you get into fighting actual 10+ bbegs and what not.
I think they would do nothing. Just like they dont help fly or true strike. There is no variable to maximise or empower.