MilesTiden
2014-11-26, 06:04 PM
So, I plan on making a 3rd level Ghost Wizard (Two template class levels, 3 Wizard levels. We're required to finish the template class eventually, and can only have one class level in between each template class level) for an arena game on a different forum. As we had a different character a while back that focused on Violent Thrust, I plan on using the Combat Maneuver function of Telekinesis to grapple my foes. However, there are some... wonky rule interactions. For one, I plan on using the spells Balor Nimbus, Claws of Darkness, Babau Slime, and possibly Corrosive Grasp to augment my damage, depending on the amount of prep time I get. (We have a default of two rounds to prep, so my default will just be Claws of Darkness and Balor Nimbus, but in case I'm up against people who are trying to stall me, I want to have more buff spells that affect my grappling.) For Balor Nimbus, it works as follows:
Each round, the flames deal 6d6 points of fire damage to any creature grappling you (or any creature you grapple) on your turn.
Now, this seems like it should work, as I'm grappling them with my own SU ability. For Claws of Darkness, the wording is a little different.
Each claw deals 1d8 points of cold damage. If you grapple an opponent, you deal claw damage with each successful grapple check, and the grappled target is under the effect of a slow spell for as long as you maintain the grapple.
Because of the... odd wording on this, wouldn't it deal damage on every grapple check, to deal damage or not? Let's say the enemy has three attacks, and attempts to escape with each of them and fails. Would I deal the 1d8 cold damage even on these checks? On checks to pin them? On the opposed check to initiate the grapple? And seeing as it doesn't say it overrides the damage I do with a normal grapple, couldn't I deal the claw damage, and then my actual unarmed damage? (Or more accurately, my armor spike damage. :smalltongue:)
I was also thinking about using Share Spells with my familiar, to double up on the Balor Nimbus damage, but that idea fell through due to size limitations on grappling, and also the distance problem. However, I could use the ACF from UA to exchange my Familiar for an Animal Companion, and grab Companion Spellbond, which would solve both of those problems. Also, a grappling horse just amuses me, especially when it's a grappling, flaming, clawed, tentacled horse. Oh Share Spells, how I love thee.
Now, the other question I had is if normal grapple modifiers apply to Telekinesis. I was under the impression that they do, but I figured I should ask the playground. (For reference, I was planning on picking up the Gloves of Titan's Grip (http://www.d20srd.org/srd/psionic/items/universalItems.htm#glovesofTitansGrip), Fearsome Grapple, Improved Grapple, and other things to boost my grapple score, but I want to make sure they apply. Being Undead, Enlarge Person doesn't work, but I can get some Psionic Tattoos of Expansion, augmented to last for 30 minutes, if need be.
I don't feel it's going to be too OP, seeing as it can be instantly defeated by a fourth level spell (FOM), or a first level spell (Hide from Undead), as long as you're prepared, I just want to make sure everything works. :smallsmile: (Also some equipment suggestions would not be minded, but the MIC is unavailable, which greatly limits my options. In addition to the above, I plan on grabbing a Lesser Metamagic Rod of Extend, to counteract the low duration of the spells.) Is there anything I'm missing, or that could work well with my build?
Each round, the flames deal 6d6 points of fire damage to any creature grappling you (or any creature you grapple) on your turn.
Now, this seems like it should work, as I'm grappling them with my own SU ability. For Claws of Darkness, the wording is a little different.
Each claw deals 1d8 points of cold damage. If you grapple an opponent, you deal claw damage with each successful grapple check, and the grappled target is under the effect of a slow spell for as long as you maintain the grapple.
Because of the... odd wording on this, wouldn't it deal damage on every grapple check, to deal damage or not? Let's say the enemy has three attacks, and attempts to escape with each of them and fails. Would I deal the 1d8 cold damage even on these checks? On checks to pin them? On the opposed check to initiate the grapple? And seeing as it doesn't say it overrides the damage I do with a normal grapple, couldn't I deal the claw damage, and then my actual unarmed damage? (Or more accurately, my armor spike damage. :smalltongue:)
I was also thinking about using Share Spells with my familiar, to double up on the Balor Nimbus damage, but that idea fell through due to size limitations on grappling, and also the distance problem. However, I could use the ACF from UA to exchange my Familiar for an Animal Companion, and grab Companion Spellbond, which would solve both of those problems. Also, a grappling horse just amuses me, especially when it's a grappling, flaming, clawed, tentacled horse. Oh Share Spells, how I love thee.
Now, the other question I had is if normal grapple modifiers apply to Telekinesis. I was under the impression that they do, but I figured I should ask the playground. (For reference, I was planning on picking up the Gloves of Titan's Grip (http://www.d20srd.org/srd/psionic/items/universalItems.htm#glovesofTitansGrip), Fearsome Grapple, Improved Grapple, and other things to boost my grapple score, but I want to make sure they apply. Being Undead, Enlarge Person doesn't work, but I can get some Psionic Tattoos of Expansion, augmented to last for 30 minutes, if need be.
I don't feel it's going to be too OP, seeing as it can be instantly defeated by a fourth level spell (FOM), or a first level spell (Hide from Undead), as long as you're prepared, I just want to make sure everything works. :smallsmile: (Also some equipment suggestions would not be minded, but the MIC is unavailable, which greatly limits my options. In addition to the above, I plan on grabbing a Lesser Metamagic Rod of Extend, to counteract the low duration of the spells.) Is there anything I'm missing, or that could work well with my build?