D&D General Use and abuse of an item

I have a question. If you can just use the standard telekinesis to violent thrust someone into the air then why does the Master of the Unseen Hand prestige class (Complete Warrior) get a class ability called Fling Skyward which does exactly what you're talking about. Or is this some sort of weird hold over from 3E?
 

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Greenfield

Adventurer
I have a question. If you can just use the standard telekinesis to violent thrust someone into the air then why does the Master of the Unseen Hand prestige class (Complete Warrior) get a class ability called Fling Skyward which does exactly what you're talking about. Or is this some sort of weird hold over from 3E?
The original question's specifics were about 3.5's Ring of Telekinesis, so no, it wasn't a "weird hold over".

The larger question was, what would you do as a player if you found your character in possession of an item that you found way too easy to abuse?

The TK ring was simply the example at hand.

As an aside: D&D 3.5 includes a special set of Feats in one of the source books, called "Reserve Feats". With the right feat a character can prepare/have available a spell (usually 4th or higher) to match, and then get a minor version of that spell's power to use every round. The group I play in approved *some* of these, specifically outlawing any of the ones that allowed for unlimited use of damage causing effects.

That is, there's a Feat called Fiery Burst that lets a caster throw a mini-fireball up to 15 feet away, with a 5 foot burst, doing one D6 for each level of the Fire spell they have in reserve. They can do that every round. There's a similar one for cold, and for lightning and probably for acid )though I can't recall the name of that feat off hand.)

Because the group voted to outlaw those in order to prevent the "damage each round, forever" type of thing, I elected to remove the ring from the game. The current DM agreed that that was the best, so it somehow got "lost", and I'll recover the creation costs.
 

Stalker0

Legend
Because the group voted to outlaw those in order to prevent the "damage each round, forever" type of thing, I elected to remove the ring from the game. The current DM agreed that that was the best, so it somehow got "lost", and I'll recover the creation costs.

Those feats are very good at lower levels, I remember them fondly. But at high levels they no longer scale to be worth it. You have so many resources at those high levels, its much more about how much pain can you pack into a single round. Actions are what matter.
 

Greenfield

Adventurer
Those feats don't even work until caster level of 7th or higher. They all require a spell of at least 4th level to be "reserved". And I agree, the damage dealing ones are small potatoes at that level, but they are an endless supply of those small potatoes, so they are worth something.

Some of the others, however, can be worth giving up a spell slot semi-permanently for.
 

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