Telekinetic Projectile to "summon" objects


Rules Questions


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I was wondering if there was a ruling as to whether or not Telekinetic Projectile could be used to throw and object towards the caster to catch and what kind of role and skill would be used if it is possible?
Would the caster suffer damage from the object or would it not count as an attack against the caster?


You'd make an attack roll against yourself, and do damage if you hit. Hey, at least you're not flat-footed. Theoretically you could use the Deflect Projectile feat to knock it away before it hits you, and hope that it doesn't shatter on impact. There is no current way to snatch the projectile out of the air, though that might someday become a feat (there's probably something like it in Pathfinder).

ALTERNATIVELY, you could aim it at an object or person close to you, instead of yourself, and hope that it doesn't shatter on impact.

ALTERNATIVELY ALTERNATIVELY, you could just use the cantrip MEANT for grabbing things from a distance, Psychokinetic Hand.


I don't currently have the psychokinetic hand cantrip and I was planning a heist with my character for our next session. I was wondering if I could use TP to grab an object during the heist and run. If I hit myself with the object could I pick it up after as a swift action?


Usually picking up an item is a Move action, I think. You would want to get a ruling from your GM on whether the item would be destroyed by being accelerated to the speed of a 9mm bullet (as it does the same damage as a tactical auto pistol, I think). If it is adamantium or a diamond, it may be okay. If it is a famous painting or a Faberge egg, you may want to try something else.

If I were the GM, I'd also consider scatter on the item, determining where it landed by using the grenade miss rules.


Alternatively, require a Mysticism check in order to modify the effect of the spell, so that the speed it flings at is non-damaging. After all, essentially all that's being done here is the spell being "underclocked". A failed check would either mean the spell doesn't work at all, or it works normally with all the results that implies.

That said, TP doesn't specific any rules for where or how far away the projectile has to be. I would tend to interpret this two ways:

1. The range limit on the spell ( Short ) applies not just to the target of the spell, but also the location of the object used as a projectile.

2. If the object you try to use is in the control of someone, then they should probably get a Reflex save to prevent it from being effected. If the GM is generous, they might waive this if the strategy is executed with enough distraction or surprise.


The item should be fine. You have to remember, the item has a Hardness Score and an HP Score, and on all non-sturdy objects (objects that aren't armor or weapons), those are both equal to 5 + the Item's Level. So, since telekinetic projectile can only do up to 1d6 damage to the object, that damage would get stopped by the hardness of a Level 1 Object.

If it doesn't have a Level, then Table 11-11 in the Core Rulebook provides a listing of Hardness and Hit Points for different materials. The only materials shown that would be broken by TP are Glass, Cloth, Paper, Rope, or Ice. So if it is a Level-0 Glass Sculpture, then you shouldn't use this, but for pretty much anything else, it will probably survive.


Just target the ground next to you as with a thrown weapon. IIRC that's an AC 5 attack roll. If you miss for some reason, you'd use the same rules as missed thrown weapon attack. The "thrower" would be origin point of telekinetic projectile, of course, as opposed to you. Need to keep in mind the hardness of course or the object might break. Also, if your GM rules it's possible, a "miss" might mean you end up hitting yourself, which would be funny, but unless you're very low level, ultimately harmless.

Missing with a Thrown Weapon

If you miss on a ranged attack with a thrown weapon, the weapon lands in a random square or grid intersection as appropriate near your target. To determine where it lands, roll 1d8. This determines the initial misdirection of the throw, with 1 falling short (off-target in a straight line toward the thrower), and 2 through 8 rotating around the target creature or grid intersection in a clockwise direction, as illustrated in the diagram above. After you've determined the misdirection of the throw, roll 1d4. The result is how many squares away in that direction the weapon lands.


Firing an object into a catching device or at a 45-degree angle would work as long as:
a) you can keep track of the projectile
b) you either have a soft-catch device, or access to a feather fall (flight) spell.

So, you could:
1) Cast light on the object
2) Fire it into the sky for maximum distance,
3) Have a friendly mage-type waiting at the calculated impact point with the Flight/FeatherFall spell. The Light spell make it easy to track whilst inbound.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Snatch Arrows


DM_aka_Dudemeister wrote:
Snatch Arrows

That's not Starfinder - so obviously the GM would need to allow that feat into the game... I'm pretty wary of allowing Pathfinder stuff in because what balance actually existed in Pathfinder just isn't the same at all with how it's done in Starfinder. Bounded Accuracy... love it or hate it, PF didn't have it and Starfinder does so you have to be really careful what you just bring over.

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