SangoProduction
2018-03-20, 04:45 AM
A couple months ago, I investigated the idea of building around the Energy Tether destruction talent in Spheres of Power to be a true tank (ie. one that forces attacks to be used on him [or his tether] ). But, I found one that goes a step further in the Telekinesis sphere, called...well...Tether.
You can create a telekinetic connection between two objects of any size, tethering them together. As a standard action you can tether two targets within 30 ft of each other, preventing them from moving further than 30 ft from each other without either breaking the tether or dragging the other target with them. An unwilling creature gets a Reflex save to avoid being tethered. A creature dragging an object follows the normal carrying capacity and encumbrance rules, but must use the drag combat maneuver to drag an unwilling creature. The tether may be broken as a move action with a Strength check equal to the tether’s save DC. A tether lasts as long as you concentrate and an additional number of rounds after that equal to your caster level. You may spend a spell point to maintain a tether with Sustained Force.
The highlighted bit was what made it stand out to me. Then I realized an "object of any size" can include stationary objects like walls, and then I was quite convinced that this was essentially a save or suck for any character without teleportation, particularly melee characters, but with no daily limit. (I have no idea how it interacts with teleportation, since move might be being used in the vague sense that amounts to "any change in position" or the strict sense, where it only prevents the normal movement.)
Anyway, Casters tend to be SAD, while martial types (the ones with high dex/str) tend to be really MAD, leading to lower highs than casters. AKA, the relevant scores for the save DC are higher than the relevant scores for actual saves. And once they fail a reflex save, they now have to go strictly off of the attribute itself, with no bonuses from it being a save, while save DCs continue to scale.
Now, monsters tend to have really good strength...but those that do also tend to have bad reflex. And the high strength monsters really want to be full attacking, and not spending a move action to remove a tether.
Meanwhile, you just sit at range and slowly pelt it down, maybe even applying a couple extra tethers for security's sake...and you win.
Am I missing anything here?
You can create a telekinetic connection between two objects of any size, tethering them together. As a standard action you can tether two targets within 30 ft of each other, preventing them from moving further than 30 ft from each other without either breaking the tether or dragging the other target with them. An unwilling creature gets a Reflex save to avoid being tethered. A creature dragging an object follows the normal carrying capacity and encumbrance rules, but must use the drag combat maneuver to drag an unwilling creature. The tether may be broken as a move action with a Strength check equal to the tether’s save DC. A tether lasts as long as you concentrate and an additional number of rounds after that equal to your caster level. You may spend a spell point to maintain a tether with Sustained Force.
The highlighted bit was what made it stand out to me. Then I realized an "object of any size" can include stationary objects like walls, and then I was quite convinced that this was essentially a save or suck for any character without teleportation, particularly melee characters, but with no daily limit. (I have no idea how it interacts with teleportation, since move might be being used in the vague sense that amounts to "any change in position" or the strict sense, where it only prevents the normal movement.)
Anyway, Casters tend to be SAD, while martial types (the ones with high dex/str) tend to be really MAD, leading to lower highs than casters. AKA, the relevant scores for the save DC are higher than the relevant scores for actual saves. And once they fail a reflex save, they now have to go strictly off of the attribute itself, with no bonuses from it being a save, while save DCs continue to scale.
Now, monsters tend to have really good strength...but those that do also tend to have bad reflex. And the high strength monsters really want to be full attacking, and not spending a move action to remove a tether.
Meanwhile, you just sit at range and slowly pelt it down, maybe even applying a couple extra tethers for security's sake...and you win.
Am I missing anything here?