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narf poit chez BOOM said:
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The current version of Telekenisis isn't near so devastating as it sounds - Consider Kaylin - caster level 13 (13 daggers), +6/+1 BAB, Int 24. The attack roll for each weapon is Casting Stat + BAB - so Kaylin would be rolling at +13. If she GMW'd the crossbow bolts, she gets +3 Colossal Crossbow Bolts (3d6+3 damage each, rolling at a net +16 to attack). Consider a CR 13 monster - a Glazebrou, say, out of the box; AC 27, 174 hp, DR 10/Good. When you suck the attack bonus out of the AC, she needs to roll an 11-20 to hit - exactly 50% chance of a strike on any given attack. Due to the DR, she won't be able to damage it, even when she hits, on many of the bolts (3d6+3 breaches the critter's DR by at least one point a little over half the time - need to roll an 8 or higher) and she would average only in the neighborhood of 25 damage from the pair of spells (Telekenisis + GMW) that requires a big setup to pull off (need to be dragging them with - and at 10-ft long, 16 lbs each, you pretty much need to bring your wagon with you - which requires you be outside, mostly).
Compare this to an Empowered Cone of Cold (granted, she doesn't have Empower at the moment - she might buy a Rod, you never know), 1.5*13d6, which will usually get through the Glazebrou's not-so grand reflex save (DC 22, critter's roll of 14 succeeds - 65% chance of full damage) and commonly through it's SR (SR 21, caster level check of 8 or better damages it - 65% chance damage); so the average roll is 68.25 cold damage, which has two 65% checks to pass for full damage and a 65% and 35% for half damage, for an average damage of 43.2534375 - the critter's energy resistance will knock that down by 10, so it averages 33.2534375 points of damage to a Glazebrou for a single action, a single spell, and no need to lug lots of stuff around, and the added benifit that more than one opponent can be caught in it.
Sorry, I number crunch sometimes. The setup sounds much more munhkiny than it is - it's mostly a way for Jason to deal damage to something that he doesn't have much of a chance to grapple.
It's also situational - Cone of Cold permits SR; the telekenisis trick doesn't, so that CR 13 Iron Golem can be hit with the TK trick (for almost no damage AC 30, DR 15/Adamantine abosrbs most 3d6+3 rolls) while the Cone of Cold would not affect it at all (immune to almost anything that allows SR)