Spheres of Power - Telekinesis


Product Discussion


Please help me understand the math for the telekinetic talents that allow you to perform combat maneuvers. The telekinetic maneuver and steal talents allow you to perform a maneuver at close range with a CMB equal to caster level-5 plus caster stat.

Why the -5?

Standard spells like hydraulic push that grant similar effects don't have that. I understand that you can use these talents all the time and with little risk since they won't be provoking AoOs due to the range, but being able to do something poorly every round is not much of an advantage.

Am I missing something in the math?


I couldn't tell you without talking to the devs about why not, but going through the material, including the TK Handbook, it looks like the SoP version of telekinesis is a rough lump of raw power, not easily manipulated into a fine, finessable form. You may have a ton of power there, but it's harder to apply it exactly the way you mean to.

That, and there's ways of improving your caster level into the 30s on your lonesome before also being able to apply feats to combat maneuvers. Yes, -5 sucks, but if you want to go all out to perform a trip with your TK, you can find ways to do it, above and beyond what a martial class can already do, and still have the same options with which to do it.

Liberty's Edge

There is a talent in the handbook that makes bludgeons count as a size larger and reduces the penalty on maneuvers somewhat.

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