Author Topic: Rules: Inspire Courage and Telekinesis  (Read 2802 times)

Offline kelemvelor

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Rules: Inspire Courage and Telekinesis
« on: September 07, 2012, 12:36:45 AM »
DM is blanching a little on a situation pulled by one of our party members against the BBG. He wants to check if this is legit;

A player running a Silverbrow Human bard/Virtuoso/Sublime Chord started the battle conventionally; Dragonfire Inspiration (Sonic damage with howling dragon heritage), inspire courage (with dragonfire under lingering song) and then...

Now here is the interesting part, the player claims that the weapons launched from Telekinesis: Violent Thrust are affected by both Inspire Courage and Dragonfire Inspiration as per weapon-like spell rules.

He then brandishes out his Gloves of Endless Javelins and launched 11 force javelins which does damage of: 1d6 + 1 (enhancement) + 6 (inspire courage) + (6d6). So... average of 31.5 per javelin and a total of 346.5 damage in total at level 11.

Needless to say, the poor BBG (a soup-ed up beholder) became a pin-cushion and died miserably. Anyway DM is basically asking if by RAW the damage boost from the songs works with the weapon projectiles from Telekinesis.

Offline Vasja

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Re: Rules: Inspire Courage and Telekinesis
« Reply #1 on: September 07, 2012, 01:35:04 AM »
Totally valid. I remember reading a bunch of discussion of it somewhere on the old CharOp boards, but I can't find the thread. Generally, anything with an attack roll benefits from inspire courage - shitty fun with stuff like spiritual weapon, much more fun with legion of sentinels, broken fun with Telekinesis.

Offline linklord231

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Re: Rules: Inspire Courage and Telekinesis
« Reply #2 on: September 07, 2012, 01:44:09 AM »
Seems pretty cut and dry.  IC gives a bonus to "attack and damage rolls."  Telekinesis requires an attack roll.  Therefor IC applies. 
That's why so many bards have a ring of TK and a Bag of Holding full of colossal sized greatswords.
I'm not arguing, I'm explaining why I'm right.

Offline SorO_Lost

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Re: Rules: Inspire Courage and Telekinesis
« Reply #3 on: September 07, 2012, 09:30:16 PM »
Can't ever stress it enough. Bards pwn.

See also IC.

Offline Bauglir

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Re: Rules: Inspire Courage and Telekinesis
« Reply #4 on: September 07, 2012, 09:57:59 PM »
Arguably, however, the Glove of Endless Javelins does not help the combo since you have, at most, two hands for the javelins to appear in before you hurl them with telekinesis. So I guess it depends on how many javelins the DM says you can hold in one hand. That, however, is a rather tangential point - the combo you ask about works just fine, and it's the result of combining two things that are (individually) super-awesome.

Offline Vasja

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Re: Rules: Inspire Courage and Telekinesis
« Reply #5 on: September 08, 2012, 02:40:07 AM »
They last until you resolve an attack or until the end of your turn. Activate, then drop as a free action over and over again until you need as many as you want, then use telekinesis. Most baller.

Offline Bauglir

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Re: Rules: Inspire Courage and Telekinesis
« Reply #6 on: September 08, 2012, 02:59:46 AM »
Oh right, duh. Yeah, totally legit.

Offline Mithril Leaf

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Re: Rules: Inspire Courage and Telekinesis
« Reply #7 on: September 08, 2012, 06:58:31 AM »
The real question is whether or not you can go ahead and maximize or empower the damage of those javelins.

Offline kelemvelor

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Re: Rules: Inspire Courage and Telekinesis
« Reply #8 on: September 08, 2012, 09:24:32 AM »
If you mean maximize or empower by means of metamagic, then the answer is no. The javelin damage is not a variable, numeric effect of the spell and the metamagic could not be applied to Telekinesis.

There are other ways to increase the damage (or so our bard says) that was not applied but in view that our DM is having kittens, it is better left unsaid :P