| Khoredran |
Hi there,
One of my player made a Ghost character and he newly chose the Telekinesis (Su) special attack. Since it's a supernatural ability, he states that creatures spell resistance doesn't apply. The text does not indeed state that it's a spell-like ability:
Telekinesis (Su)
The ghost’s death involved great physical trauma. The ghost can use telekinesis as a standard action once every 1d4 rounds (caster level 12th or equal to the ghost’s HD, whichever is higher).
For a balance perspective, I think that this is very powerful and I was wondering if I should allow it or not. I wanted to ask here for your advice.
Thank you very much!
| Ryze Kuja |
Supernatural Abilities (Su)
Supernatural abilities are magical but not spell-like. Supernatural abilities are not subject to spell resistance and do not function in areas where magic is suppressed or negated (such as an antimagic field). A supernatural ability’s effect cannot be dispelled and is not subject to counterspells. See Table: Special Ability Types for a summary of the types of special abilities.
Yes, that is quite powerful indeed. But as the GM, if you don't want it to work in a given encounter, you can put something in the encounter that satisfies "do not function in areas where magic is suppressed or negated (such as an antimagic field)", like a Wall of Suppression or an AMF of some kind. They are still considered magic for all intents and purposes, except you just can't dispel/counterspell or have SR affect them. Or, simply make sure your BBEG has a high Will Save ;)
Diego Rossi
|
Unless you are speaking of one of the ghost something archetypes, being a ghost is a powerful template.
It is worth +2 CR, which doesn't translate perfectly in character levels, but it is worth at least 2 levels, especially if the class of the character is a charisma-based class. Plus the Rejuvenation ability, which in the hand of a PC is extremely powerful.
To have at least two special attacks (Corrupting Touch, which is mandatory, and Telekinesis)the PC should have a CR of at least 4 before the template, so 4th level at least.
So, I suppose your campaign already has very powerful characters for their level, and the Telekinesis ability will not be that relevant.
| VoodistMonk |
Yeah, you have already allowed a +2 template on a PC, so things might not necessarily be balanced anymore. That ship has sailed.
So, my advice, it to prepare for oblivion, and encourage this ghost to pick up the Splintering Weapon feat, and carry around a cubic buttload of Obsidian Sawtooth Sabres. Enjoy.
| VoodistMonk |
Yeah, you have already allowed a +2 template on a PC, so things might not necessarily be balanced anymore. That ship has sailed.
So, my advice, it to prepare for oblivion, and encourage this ghost to pick up the Splintering Weapon feat, and carry around a cubic buttload of Obsidian Sawtooth Sabres. Enjoy.
Correction: cubic buttload of size COLOSSAL Obsidian Sawtooth Sabres... should be about 24# a piece.
Anyways, this character is going to be an Eldritch Knight, right?
Pretty sure Spell Critical would allow you to cast ANOTHER Telekinesis if any of those colossal Obsidian Sawtooth Sabres happen to confirm a critical...
Diego Rossi
|
Since incorporeal creatures have no strength score they wouldn’t be able to carry anything let alone a buttload of anything lol.
With telekinesis, it can move a crate of items weighing 300 lbs at 20'/round. Not fast, and annoying, as he would have to refresh the telekinesis every few rounds and concentrate on it, but feasible.
Obsidian Sawtooth Sabres existence is questionable, as obsidian says both:
"Obsidian can be used to craft light and one-handed weapons that deal piercing or slashing damage, as well as spear tips and arrowheads."
and
"Magically strengthened obsidian does not have the fragile quality, and can be made into any armor or weapon that can be made of stone."
Personally, I feel that obsidian can be used only to craft weapons that can be made of stone, and terbutjes, not any kind of light and one-handed weapons that deal piercing or slashing damage.
Ultimate equipment gives some idea on the use of obsidian and stone, but it is tin on actual details.
| VoodistMonk |
It's just some BS I read on reddit... I try avoid that cestpool, but every once in a while you can find some real gems in there.
Sawtooth Sabres made of Obsidian should not be what breaks one's ability to find this fanatasy believable within their imagination. Black. Glass. Sword. My mind can accept that with ease, and move right along.
As far as Obsidian Sawtooth Sabres interaction with the printed PF1 ruleset... I don't see why not. Sawtooth Sabres are, in fact, considered to be part of "light and one-handed weapons that deal piercing or slashing damage"...
Filling convenient racks or portable holes with colossal-sized Obsidian Sawtooth Sabres may be stretch to allow, but the existence of the sword, itself, should not be an issue.
| willuwontu |
Chakram are far superior to use
At Colossal:
Obsidian Chakram:
6d6 S damage(x2), 8 gp each, 12 lb each
Obsidian Sawtooth Sabre:
6d6 S damage (19-20x2), 280 gp each, 24 lb each
Stone Dan Bong
2d6 B damage(19-20x2), 0.4 gp each, no weight
Since telekinesis caps at 15 projectiles, that puts us at the following for maxed loadouts:
Chakram: 120gp, 180lbs, potential of 90d6 S damage (x2)
Sawtooth Sabre: 4200 gp, 360 lb, potential of 90d6 S damage (19-20x2)
Dan Bong: 6gp, no weight, potential of 30d6 B damage (19-20x2)
As you can see, chakram are the best. They're far more feasible for a caster to carry (and a ghost should get an amulet of grasping souls for carrying things) than sawtooth sabres (along with being cheaper), ad deal far more damage than dan bongs even if all the dan bongs crit. Dan bongs can be easily carried around as a back-up weapon though.
| Khoredran |
Wow, I hope he won't have crazy ideas but he told me he would mainly use the ability for combat maneuver to support the fight. But you guys found very good combinations! I don't allow him to carry gold since it has weight so he has to ask for other people's money for his items. Since he starts at CL12 telekinesis, I could allow him to carry 12 platinum pieces at most until he reaches CL15, where he could carry 15 max. As for his level, he agreed to stay 2 levels under the party because of the +2 CR. Also, the campaing is Wrath of the Righteous, a lvl 20 mythic campaign. I allowed him to be mythic as well. Last game, I could have easily destroyed him with one of my monster because he was careless and they're only lvl 6. They are into book two, far from the original resting place of the ghost. I wonder where he would reform if he gets destroyed ^^. Probably very far from the party... If he is bound to the material plane, no way will I allow him to reform in another plane if the party happens to be in one. He will have to pay for a plane shift, a greater teleport or a gate and risk the 50% miss chance for the two first. It's hard for him to get buffed in fights! And to answer what class he chose: a very complicated Paladin (Tempered Champion archetype) with 3 different oaths. It's very easy for me to remove all his paladin powers if he does shenanigans that doesn't follow them. Thus, he accepted refraining to scout by passing through walls. For his backstory: In Demons Revisited, it is stated that strong souls like paladins who get killed by the kiss of a succubus would instead rise as a ghost to seek retribution and fulfill his holy quest. Let's just say he got slained by a very specific and powerful half-succubus that is crucial for the plot.
| Trokarr |
Well if he does start abusing his telekinesis you can always decide that the ability is a spell-like ability for your game and as such is subject to SR and would also provoke AoOs. You are the GM after all and if you need to rein in this ability to maintain game balance that is always your prerogative.