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*Pathfinder & Starfinder
Telekinesis and the Violent Thrust
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<blockquote data-quote="azmodean" data-source="post: 2083279" data-attributes="member: 26590"><p>Don't forget the ability to hurl a dozen weapons. If I was running this guy as a major combatant I'd have him wear a brace of a dozen or so greatswords on his back. At a range of 120' he can hurl 12 greatswords at an opponent up to 120' away, each one that hits deals 2d6 damage. </p><p></p><p>Another fun option would be to give him a bag of holding with a ludicrous number of greatclubs in it (type one holds 30, type 2 holds 60, type three holds 120, type four holds 240!!!) (greatswords are out due to the "vunerability to cutting" issue with the bag of holding) Upon sighting the party he dumps out the bag, creating a huge pile of clubs, which he then proceeds to hurl at the party until they get into melee range. A dozen +13 attacks a round that do 1d10 dmg each is nothing to sneeze at.</p><p></p><p>You can have even more fun if the party is attacking the Vrock in it's lair, you can have it sitting on or near a gigantic pile of weapons (hundreds). Each time it uses the telekenesis ability, roll 12 attacks against the chosen target, and roll a random assortment of damage dice equal to the number of attacks that hit.</p><p></p><p>Almost forgot, if you don't want him to be a total weapon nut and/or do too much damage with this tactic, you can equip him with a quiver or two of arrows. According to the spell, arrow damage is reduced to 1d4 per arrow when used with violent thrust, but a potential 12d4 is nothing to sneeze at, and the setup is much more resonable.</p></blockquote><p></p>
[QUOTE="azmodean, post: 2083279, member: 26590"] Don't forget the ability to hurl a dozen weapons. If I was running this guy as a major combatant I'd have him wear a brace of a dozen or so greatswords on his back. At a range of 120' he can hurl 12 greatswords at an opponent up to 120' away, each one that hits deals 2d6 damage. Another fun option would be to give him a bag of holding with a ludicrous number of greatclubs in it (type one holds 30, type 2 holds 60, type three holds 120, type four holds 240!!!) (greatswords are out due to the "vunerability to cutting" issue with the bag of holding) Upon sighting the party he dumps out the bag, creating a huge pile of clubs, which he then proceeds to hurl at the party until they get into melee range. A dozen +13 attacks a round that do 1d10 dmg each is nothing to sneeze at. You can have even more fun if the party is attacking the Vrock in it's lair, you can have it sitting on or near a gigantic pile of weapons (hundreds). Each time it uses the telekenesis ability, roll 12 attacks against the chosen target, and roll a random assortment of damage dice equal to the number of attacks that hit. Almost forgot, if you don't want him to be a total weapon nut and/or do too much damage with this tactic, you can equip him with a quiver or two of arrows. According to the spell, arrow damage is reduced to 1d4 per arrow when used with violent thrust, but a potential 12d4 is nothing to sneeze at, and the setup is much more resonable. [/QUOTE]
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Telekinesis and the Violent Thrust
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