| Frames Janco |
Hi all,
So for my next game I am looking to build a character that uses uses force powers and/or telekinesis as their staple. I feel like there's a lot of creative and fun ways to play a caster like this manipulating the environment, foes and allies that's a bit different from the staple caster battlefield control.
I'm looking to optimise, but in the sense that I'm optimising a specialty/flavour so it wont OP like a typical full caster. For example - I'm not bothered if all of my spell slots end up being used for metamagic missiles.
So obviously the three classes I'm looking at are wizard (specifically the Force Commander), sorcerer (bloodline?) or kineticist (aether).
Lvl 9, 20 point buy, 46000 gp.
Immediate things are that I could use most of my gold to craft a ring of telekinesis for the wizard (with forge ring + arcane bond), which could be a really fun schtick (i.e. find him in a prison with nothing but a powerful ring). I don't know if it's feasible for a sorcerer to get a RoT at this level?
Let me know what you can come up with!
| avr |
A psychic might be better than any of those. They get magic missile as a 1st level spell, instant armor as a 2nd, ectoplasmic snare & telekinetic maneuver as 3rd level spells then telekinesis as a 4th level spell. At your next level you can pick up etheric shards.
The self-perfection discipline fits thematically but the abomination discipline might be better.
Also none of this requires anything that can be taken off you, not even a ring.
| Meirril |
Its feasible for any 9th level character to make a Ring of Telekinesis. The DC is only 14, or 19 if you don't know the required spell. You do need the feat Forge Ring (available at 7th level).
Assuming you have 9 ranks in either Spellcraft or craft: jewelry and it isn't a class skill and your int mod is zero or higher you can create the ring by taking 10. Since this isn't a stressful action, you can take 10. So really, any 9th level character that has an int of 10+ can create the Ring of Telekinesis if they put in an effort.
Having played a high level wizard who crafted a Ring of Telekinesis as his replacement for Magic Missile (aka I don't have a better idea so let me Magic Mis...er...throw stuff) let me share what I did to make sure it went well.
If you throw weapons, they do the weapons damage. So you want light, easy to carry weapons that should survive being thrown and fairly cheap because there is no telling if you'll recover them all. My go-to weapons were Large Cold Iron Chakram. Making Chakram Large doubles the price and the weight, so 2gp but x2 again because of Cold Iron so 4gp each, and 2 lbs each. A 1d8 medium weapon becomes a 2d6 weapon. I carried all of my ranged weapons in buckets and put them in my Handy Haversack. So it was a move action to deploy the bucket, and a standard action to launch my attack.
You can throw 9 things at a time. I happened to carry 20 Chakram so I had enough to basically lose them during a fight. You never know what could happen.
We also had a lot of trouble with werewolves. So I packed a bucket full of 1 lb. silver ingots (75gp each). Each 1 lb weight does 1d6 damage on impact, and I only used these on things that were vulnerable to silver. Again, I used a bucket to carry them. I think I also packed 20 ingots, since they could be used as cash anyways.
If you want to use the ring as a primary attack that means max out a stat to control the spell with. That means Charisma or Intelligence, though intelligence lets you do delicate maneuvers more easily. Bringing up your BAB would also help...but I think that would be a waste actually. Just use the Ring of Telekinesis as a time waster, aim to have an appropriate spell against anything you have trouble hitting with TK.