Convince me whether to do this or not


Advice


So I would like to preface this my saying this was mostly accidental, I didn't realize the implications of my build until, pretty much now.

So... I'm playing a lvl 8 psychic in a home brew game and all is going pretty well. I chose the pageantry discipline because you can augment your spells by turning them into full rounds then giving them +2 cl, +2 DC, I was like sold, also the flavor was delicious.

We started lvl 5 and sometime maybe lvl 6 I decided to specialize in telekinesis. Now that had to wait till this level, but still, I took feats to help with that (And a retrain).

Then I realized that I could maintain telekinesis as a swift action by activating my fifth level power and spending another phrenic. Strong, very strong as it (at lvl 8) would give me a combat maneuver (including grapple) once per round as a swift at +18, strong but not game breaking. We tend to encounter lots of enemies with strong CMD's.

Then just a day or two ago I realized that I could hold a wand of true strike in one hand and activate it every round and grapple stuff at +38. Now we usually face many creatures at once, but suddenly BBG is grappled and pinned with near certainty in the first two turns.

I feel this may destroy the game I want to know what the internet feels. I would like to note that I haven't done this yet.


True strike only applys on attack rolls, not CMB checks.

Grand Lodge

icehawk333 wrote:
True strike only applys on attack rolls, not CMB checks.

CMB rolls are attack rolls.

"When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. "


A) Even if you could do this, yes it would break the game, so skip it.

B) I think it is the Telekinesis spell that is doing the grappling, not you. Or at least that is the way I would rule it. Other GM's and PFS might rule differently.
"Depending on the version selected, the spell can ..., perform a variety of combat maneuvers,.../"

With that said, True Strike CMB checks are always fun. +20 makes a big difference no matter who is making the check.

One last thing. True Strike is sort of an oddball spell. It's power level is out-of-whack compared to other first level spells, like Magic Weapon. True Strike shenanigans should be avoided.

PS Good on ye! Not everyone would deliberately avoid an overpowered option. Thanks for choosing game balance over character power.


Grandlounge wrote:
icehawk333 wrote:
True strike only applys on attack rolls, not CMB checks.

CMB rolls are attack rolls.

"When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. "

Ah, my mistake.


Okay, I'm going to have to take a difference stance from some of the others, and say that not only is this strategy entirely legit, it's a fun and clever idea that you should feel free to pursue.

There's no reason this wouldn't work from a rules standpoint. True strike absolutely works on combat maneuver checks, and you're certainly the person making the check. So the only question is whether it's too game-breaking to use, and I think the answer is a definite no.

You're using the spell telekinetic maneuver, right? It's powerful, sure, but you're an 8th-level full caster. You are powerful, that's just something the game will have to expect. And this tactic, while awesome, comes with several harsh limitations.

We're talking about a primary caster spending their entire turn, every turn, simply to partially neutralize a single opponent. Note that your expectation of "grappled and pinned with near certainty in the first two turns" isn't quite accurate - you still have to spend a standard action to cast on the first turn, so you'll only be attacking with a +18. If you don't hit with that, you won't be able to pin them until the third turn of combat - and by then they might very well be dead. And unlike telekinesis, telekinetic maneuver lists the target as "one creature," so I don't think you can change to a new target halfway through.

You've also got to contend with spell resistance - if an attempt fails to penetrate SR, the target can break free of the grapple and you've just wasted your turn, not to mention the charges from your wand.

Finally, and most importantly of all, don't forget about this rule for concentrating on ongoing spells: "Anything that could break your concentration when casting a spell can also break your concentration while you're maintaining one, causing the spell to end." This means that if you ever take damage for any reason, or are negatively affected by any spell, you've got to make a concentration check. If you fail, the spell immediately ends. And it only has a range of about 45 feet, so it's not like you can stand far back from the battlefield. All it takes is a single good hit from a minion, and all your work was for nothing.

That said, it's still a really fun and powerful combination. You don't have to grapple, you can try all sorts of maneuvers for some entertaining and memorable combat interactions. If you want to go for it, do!


Avoron wrote:


You're using the spell telekinetic maneuver, right? It's powerful, sure, but you're an 8th-level full caster. You are powerful, that's just something the game will have to expect. And this tactic, while awesome, comes with several harsh limitations.

We're talking about a primary caster spending their entire turn, every turn, simply to partially neutralize a single opponent. Note that your expectation of "grappled and pinned with near certainty in the first two turns" isn't quite accurate - you still have to spend a standard action to cast on the first turn, so you'll only be attacking with a +18. If you don't hit with that, you won't be able to pin them until the third turn of combat - and by then they might very well be dead. And unlike telekinesis, telekinetic maneuver lists the target as "one creature," so I don't think you can change to a new target halfway through.

Thanks for your imput, that's a very interesting perspective, noting concentration can easily be broken is a good point, but I would like to note that I'm a psychic, not a sorcerer/wizard, and as such I have telekinesis as a 4th level spell not fifth, it doesn't change much though (and I lose some combat maneuvers also).


Hogeyhead wrote:
Thanks for your imput, that's a very interesting perspective, noting concentration can easily be broken is a good point, but I would like to note that I'm a psychic, not a sorcerer/wizard, and as such I have telekinesis as a 4th level spell not fifth, it doesn't change much though (and I lose some combat maneuvers also).

Ah, I saw you mention deciding to specialize on it at level 6 and assumed you were using a level 3 spell, missed the part where you waited a couple levels for it to come together.

That said, using the real deal just gets around range and targeting limitations, at the cost of not being able to yank enemies across the battlefield or snatch away their gear. My comments on action economy and broken concentration should still apply. It's a great tactic, but not as game-breaking as some of the other posters seem to think.


Here is the main issue:
An "Epic" encounter for a party of 8th level characters is CR11. I can't find a single CR 11 or lower creature in the Bestiary that even has a chance of success (beyond the chance of a natural 1 on the check) against your CMB roll. So you have basically have auto-success against any opponent you could meet. As you level this will pretty much remain the case. For the rest of the campaign, there is nothing that has even a chance, unless you roll a natural 1.

It is quite possible that this is a rules legal combo, however, it is absolutely devastating to game balance in almost every circumstance.


I think you should talk to your DM. Maybe he can help you in this issue. Maybe he ask you to stop, for the good of the campaign, or maybe he's not that worried.

For example, you cannot grapple certain creatures, maybe that can help him to avoid your one trick pony headshot.


I suggest holding on to this as an ace up your sleeve. Wait for the group to be losing a fight and then, like Luke in the trash compactor suddenly remembering the comm device, pull out this trick.


Mykull wrote:
I suggest holding on to this as an ace up your sleeve. Wait for the group to be losing a fight and then, like Luke in the trash compactor suddenly remembering the comm device, pull out this trick.

i agree with Mykull. Don"t abuse this but i would only use it in a live or die situation.


Fergie wrote:

Here is the main issue:

An "Epic" encounter for a party of 8th level characters is CR11. I can't find a single CR 11 or lower creature in the Bestiary that even has a chance of success (beyond the chance of a natural 1 on the check) against your CMB roll. So you have basically have auto-success against any opponent you could meet. As you level this will pretty much remain the case. For the rest of the campaign, there is nothing that has even a chance, unless you roll a natural 1.

It is quite possible that this is a rules legal combo, however, it is absolutely devastating to game balance in almost every circumstance.

Again, you don't get that +38 bonus until you've spent two whole rounds, one to cast the spell and another to activate your wand. Even once you grapple them, they've still got a whole lot of options, including just full-attacking against anyone in range. And if you pin them, they can just spend a standard action to escape the pin, forcing you to start all over at the beginning. True strike does nothing to raise your CMD, after all. Nor does it contribute to the DC of their concentration checks to use spells or SLAs. Meanwhile you're spending a standard action and a swift action and a charge from your wand, every turn, just to keep it going. All the while hoping against hope that you never take damage or fail to penetrate SR or get affected by any sort of spell.

Okay, you're talking about CR 11 creatures from the Bestiary? Let's take a look at what sort of defenses they have to deal with this.

CR 11:
adult black dragon - have to beat SR 22, can still use breath weapon when pinned to disrupt your concentration
adult brass dragon - have to beat SR 22, can still use breath weapon/desert wind/sleep gas when pinned to disrupt your concentration/blind you/put you to sleep
cauchemar - can still use smoke when pinned to stop you from targeting them
hezrou demon - have to beat SR 22, stench still functions when pinned
barbed devil - have to beat SR 22
devourer - have to beat SR 22
elder air elemental - you need an 11 just to hit their CMD, can simply turn into a whirlwind to create a cloud of debris that stops you from targeting them
elder earth elemental - actually works pretty well, although it can still slam anyone nearby while grappled, and can escape a pin pretty easily
elder fire elemental - you need an 8 just to hit their CMD
elder water elemental - you need a 7 just to hit their CMD, can turn into a vortex in water
cloud giant - actually works pretty well, although it can still attack and throw rocks while grappled, and can escape a pin pretty easily
stone golem - completely and utterly immune
retriever - can still use eye rays when pinned to disrupt your concentration and/or petrify you
young gold dragon - can still use breath weapon when pinned to disrupt your concentration

Of that list, this tactic would reliably neutralize about two of them, the earth elemental and the cloud giant. And that's after three turns of targeting just them - if they or your allies deal any damage to you in the meantime, all bets are off. And even if they do get pinned, they stand a decent chance of escaping with a standard action.

Not exactly what I'd call "devastating to game balance."

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