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Telekinesis spell
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.
Combat Maneuvers (Chapter 8 Combat)
Combat Maneuver Bonus: Each character and creature has a Combat Maneuver Bonus (or CMB) that represents its skill at performing combat maneuvers. A creature's CMB is determined using the following formula:
CMB = Base attack bonus + Strength modifier + special size modifier
Hypotheses when someone is using the Telekinesis spell in this way
1) CMB = caster level.And nót
CMB = caster level + INT/CHR bonus.
2) CMD = 10 + caster level + INT/CHR bonus
The latter instead of dex-mod. The replacement for STR is absent due to already being incorporated in the CMB.

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Telekinesis spell
prd wrote: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.Combat Maneuvers (Chapter 8 Combat)
prd wrote:Combat Maneuver Bonus: Each character and creature has a Combat Maneuver Bonus (or CMB) that represents its skill at performing combat maneuvers. A creature's CMB is determined using the following formula:
CMB = Base attack bonus + Strength modifier + special size modifier
Hypotheses when someone is using the Telekinesis spell in this way
1) CMB = caster level.And nót
CMB = caster level + INT/CHR bonus.
2) CMD = 10 + caster level + INT/CHR bonus
The latter instead of dex-mod. The replacement for STR is absent due to already being incorporated in the CMB.
1) I, personally, think this is a misprint. I believe that it should have said Caster Level replaces the BAB portion, but that is not what is printed and no corrections have been made as of yet.
2) I posed this question to Mark Seifter's thread back in March. I asked, "The spell clearly states how to determine the CMB, but there is no mention of the CMD?" Logically I would think it would be 10+ caster level + int/chr modifier, BUT would spells like "haste" help the TK's CMB/CMD?
His response was this: "Yeah, it doesn't say anywhere how to calculate its CMD. That seems hugely problematic for telekinetic grapples. Something tells me that your rule of thumb is a good one. Conceptually, the TK wouldn't benefit from a deflection field around my body (from a ring of protection), so I would say probably don't apply those additional AC bonuses; not a sure thing though."