Author Topic: Telekinesis/Teleportation Build  (Read 8235 times)

Offline Necrosnoop110

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Telekinesis/Teleportation Build
« on: February 29, 2012, 09:17:53 AM »
Looking for a mostly optimized build that focuses on telekinesis and teleportation effects. Was thinking of ways of using those abilities in more than just direct damage causing effects, i.e., I'm not looking for record breaking damage output of 1,000 swords. Was thinking of applying these abilities in "party buffing" and in other creative out-of-combat situations. Anyone have suggestions?

3.5 Core & Splat
Gestalt
40 point buy
Start at Level 5.
Start with 7500gp
Rather not use the Wizard class

Was thinking something like Psion//Sorcerer?

Offline sirpercival

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Re: Telekinesis/Teleportation Build
« Reply #1 on: February 29, 2012, 09:43:26 AM »
If you want TK, go with Savage Progression Ghost + Master of the Unseen Hand.  Then on the other side go with Sorc/Swiftblade.  :)
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Offline shandiris

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Re: Telekinesis/Teleportation Build
« Reply #2 on: February 29, 2012, 10:48:28 AM »
Sounds like Psion(nomad)/Ghost Master of the Unseen Hand to me.

Offline awaken_D_M_golem

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Re: Telekinesis/Teleportation Build
« Reply #3 on: March 01, 2012, 06:53:02 PM »
Early access ... if the point is just getting the better spells and powers for the theme
via Cleric + DMM Heighten // Ardent with a Psiotheurgist or two (dr#349).

Cleric 5 // Ghost +1la / Ardent 4
Substitute Powers and a pile of feats
idk enough about MotUH, but it'll work with Magic Mantle
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Offline JohnnyMayHymn

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Re: Telekinesis/Teleportation Build
« Reply #4 on: March 04, 2012, 05:15:20 PM »
Idk if it's too late but as mentioned before, ghost 2 or 4 is the obvious telekinesis solution, now for teleport you could just dip swordsage at 5th and pick up shadow jaunt while you're waiting for teleport to come online

Ghost 4, swordsage1// cleric or wizard or sorcerer or wu jen or archivist 5

Then you could easily go on with master of the unseen hand on the ghost side.

If you just want tactical teleporting, you could go with planar shepherd of Lamia(sp?)and wildshspe into a blink dog for @will dimention door, though you would need assume supernatural ability and there are probably better options
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Offline awaken_D_M_golem

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Re: Telekinesis/Teleportation Build
« Reply #5 on: March 05, 2012, 07:40:28 PM »
Oh that's better.

Cleric 5 // Ghost 4 / SS 1

Go with the Monastic Servant Of Aupensser PrC
on the Cleric side, for any psi stuff that helps.
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Offline Rejakor

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Re: Telekinesis/Teleportation Build
« Reply #6 on: March 07, 2012, 06:21:20 AM »
Erudite X (learn nomad and kineticist discipline powers)/Slayer||Swordsage/Sorc/Bard/Sublime Chord/Swiftblade/Abjurant Champion

Offline awaken_D_M_golem

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Re: Telekinesis/Teleportation Build
« Reply #7 on: March 07, 2012, 07:02:51 PM »
Oh right ... Discipline Erudite and ditch the
psicrystal bonus feat for another Discipline.
Chameleon Crafting feat from Dr#349
to get the magic stuff over to Psi.

If you allow the PsyRef cycling for powers,
exp will get burnt quite a bit. Should then be
a 19 level build. Erudite 10 / Slayer 9 works fine.
(idk enough about the other side)

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Offline X-Codes

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Re: Telekinesis/Teleportation Build
« Reply #8 on: March 07, 2012, 09:37:57 PM »
If you want party-wide tactical teleportation, then you pretty much have to be a Wizard or Sorcerer.  The Wizard gets all the fancy teleportation toys, and there's really too many to hack all of them from the Wizard list into some other list for any one build to manage.

If you're ok with it being just you teleporting around, then yeah, some sort of Psion can do that just fine.  I think you'll also get a few non-personal teleportation powers, but I don't remember exactly where they are.

Ghost/MotUH is pretty much the gold standard in Telekinesis shenanigans, but if you grab Telekinetic Force/Thrust/Maneuver from the Psion list then you can still use them all for an extremely low power-point expenditure, and you should still be allowed to qualify for MotUH (since you can do everything the actual Telekinesis spell does).  You'll also get to use meta-psionics with these powers, which is pretty awesome considering some of the metapsionic feats.

Finally, I wouldn't go Sorcerer//Psion.  I think it's just so much more useful to only have 1 casting side and then buff up the chassis and get some support for the primary shtick with the other side.  I would look for being a Sorcerer on one side, and then pick up some kind of dip for the misc. combat feats like Improved Bull Rush or whatever.  I think those apply to telekinetic maneuvers, yes?

Offline SorO_Lost

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Re: Telekinesis/Teleportation Build
« Reply #9 on: March 10, 2012, 12:54:20 AM »
Ghost Sorcerer / Swiftblade / MotUH // Swordsage / Sorcerer (fill dead levels) / Swordsage
Infinite TK, infinite Teleport with a wide range of action choice.

Oh, and spells/maneuvers while moving at hyper speed.

Offline Rejakor

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Re: Telekinesis/Teleportation Build
« Reply #10 on: March 10, 2012, 07:05:33 AM »
Advantage of erudite/slayer||sorc/ss/chord/abjurant/JPM is that you get all the weird mostly useless psion telekinesis/teleportation powers, enough maneuvers to shadow blink, 9th level spells(sublime chord), psywar abilites, and you get enough gish to melee if you want to.  So you get all the buffs all the utility tele and you can do the whole nightcrawler schtick if you want as well.  It's everything except divine.

Offline Tshern

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Re: Telekinesis/Teleportation Build
« Reply #11 on: March 10, 2012, 08:14:06 AM »
Ghost Sorcerer / Swiftblade / MotUH // Swordsage / Sorcerer (fill dead levels) / Swordsage
Infinite TK, infinite Teleport with a wide range of action choice.

Oh, and spells/maneuvers while moving at hyper speed.
I quite like this one. Worth checking if Ascetic Mage works with Swordsage AC as well, that would be a neat bonus for a charisma-driven character like this.
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Offline awaken_D_M_golem

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Re: Telekinesis/Teleportation Build
« Reply #12 on: March 12, 2012, 07:28:50 PM »
Ahh ... so Leadership to get an Erudite
that can get the limited psi goodies over.
Later, but hey this is just gravy.
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