Telekinetic (3.5e Class)

Telekinetic
Some people can bend space to their will. These people are called Telekinetics and can move things with their mind.

Making a Telekinetic
Abilities: Intelligence is important because it governs all telekinesis skills. Charisma and Wisdom govern many skills.

Races: Any.

Alignment: Any.

Starting Gold: 4d4×10 gp (100 gp).

Starting Age: Complex.

{| class="zebra d20" Hit Die: d4 ! rowspan="2" | Level ! rowspan="2" | Base Attack Bonus ! colspan="3" | Saving Throws ! rowspan="2" | Special ! rowspan="2" | Telekinetic reach ! rowspan="2" | Telekinesis speed ! Fort || Ref || Will Class Skills (Skill Points::6 + Int modifier per level, &times;4 at 1st level) (Int), (Cha), , (Int), (Int), (Cha), (Int), (Cha), (Cha), (Int), (Wis), (None), (Int), Class Skills, Tome of Prowess Variant (4 per level, ×4 at 1st level) (Cha) (Int) (Int) (Int) (Int) (Wis) (Cha) (Cha) (Int)
 * 1st||class="left" | +0 || +0 || +0 || +2
 * class="left" | Telekinesis, Telekinetic Slam, Mind Over Body
 * 5 ft
 * 5 ft
 * 2nd||class="left" | +1 || +0 || +0 || +3
 * class="left" | Manipulate Force (Basic), Hover
 * 5 ft
 * 5 ft
 * 3rd||class="left" | +2 || +1 || +1 || +3
 * class="left" | Telekinetic Shield, Telekinetic Combat (Proficiency)
 * 10 ft
 * 5 ft
 * 4th||class="left" | +3 || +1 || +1 || +4
 * class="left" | Multi-task (2), Force-Field
 * 10 ft
 * 10 ft
 * 5th||class="left" | +3 || +1 || +1 || +4
 * class="left" | Manipulate Force (Advanced), Telekinetic Combat (Full attack)
 * 10 ft
 * 15 ft
 * 6th||class="left" | +4 || +2 || +2 || +5
 * class="left" | Telekinetic Shield (+1), Telekinetic Wave
 * 15 ft
 * 15 ft
 * 7th||class="left" | +5 || +2 || +2 || +5
 * class="left" | Augment Duration (1), Bend Light
 * 15 ft
 * 20 ft
 * 8th||class="left" | +6/+1 || +2 || +2 || +6
 * class="left" | Skillful Telekinesis, Powerful Telekinesis
 * 20 ft
 * 25 ft
 * 9th||class="left" | +6/+1 || +3 || +3 || +6
 * class="left" | Telekinetic Shield (+2), Multi-task (3), Detonate
 * 20 ft
 * 25 ft
 * 10th||class="left" | +7/+2 || +3 || +3 || +7
 * class="left" | Manipulate Force (Expert), Augment Duration (2)
 * 25 ft
 * 25 ft
 * 11th||class="left" | +8/+3 || +3 || +3 || +7
 * class="left" | Skillful Telekinesis (Skills)
 * 25 ft
 * 25 ft
 * 12th||class="left" | +9/+4 || +4 || +4 || +8
 * class="left" | Telekinetic Shield (+3), Telekinetic Sword
 * 30 ft
 * 30 ft
 * 13th||class="left" | +9/+4 || +4 || +4 || +8
 * class="left" | Augment Duration (3), Move Earth
 * 30 ft
 * 30 ft
 * 14th||class="left" | +10/+5 || +4 || +4 || +9
 * class="left" | Multi-task (4)
 * 35 ft
 * 30 ft
 * 15th||class="left" | +10/+5 || +5 || +5 || +9
 * class="left" | Telekinetic Shield (+4)
 * 35 ft
 * 30 ft
 * 16th||class="left" | +11/+6/+1 || +5 || +5 || +10
 * class="left" | Augment Duration (4)
 * 40 ft
 * 35 ft
 * 17th||class="left" | +12/+7/+2 || +5 || +5 || +10
 * class="left" |Move Earth (Earthquake)
 * 40 ft
 * 35 ft
 * 18th||class="left" | +13/+8/+3 || +6 || +6 || +11
 * class="left" | Telekinetic Shield (+5), Fly
 * 45 ft
 * 35 ft
 * 19th||class="left" | +14/+9/+4 || +6 || +6 || +11
 * class="left" | Multi-task (5), Augment Duration (Unlimited)
 * 45 ft
 * 40 ft
 * 20th||class="left" | +15/+10/+5 || +6 || +6 || +12
 * class="left" | Telekinetic Power
 * 50 ft
 * 40 ft
 * - class="noalt"
 * colspan="42" class="skill" |
 * class="left" |Move Earth (Earthquake)
 * 40 ft
 * 35 ft
 * 18th||class="left" | +13/+8/+3 || +6 || +6 || +11
 * class="left" | Telekinetic Shield (+5), Fly
 * 45 ft
 * 35 ft
 * 19th||class="left" | +14/+9/+4 || +6 || +6 || +11
 * class="left" | Multi-task (5), Augment Duration (Unlimited)
 * 45 ft
 * 40 ft
 * 20th||class="left" | +15/+10/+5 || +6 || +6 || +12
 * class="left" | Telekinetic Power
 * 50 ft
 * 40 ft
 * - class="noalt"
 * colspan="42" class="skill" |
 * 40 ft
 * - class="noalt"
 * colspan="42" class="skill" |
 * - class="noalt"
 * colspan="42" class="skill" |

Class Features
All of the following are class features of the Telekinetic.

Weapon and Armor Proficiency: A telekinetic is proficient with all simple weapons, but no armors or shields.

Saving throws: Saves against abilities caused by the telekinetic's powers have a DC of 10 + 1/2 the telekinetic's level + her intelligence bonus.

Mind Over Body: A telekinetic may make concentration checks with her intelligence modifier instead of her constitution.

 : A telekinetic can move any object within her line of sight at will, provided the object is within her reach plus her telekinetic reach (Table:Telekinetic). She can perform any action performable with one hand, though still must make checks as applicable. For all purposes, including carrying capacity, the telekinetic force has an effective strength and/or dexterity score equal to the telekinetic's intelligence and can move at a speed shown on Table:Telekinetic. If an unwilling creature is targeted, it gets a will save to resist. You may throw an object telekinetically. This requires a ranged attack roll. This deals damage based on size, show on Table 1-2: Telekinesis Damage.

You can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity. A telekinetic can wield weapons remotely, although is not considered to have proficiency. Telekinesis's and dependent powers' actions can only be taken once a round. This is a force effect. This ability requires concentration and requires the amount of time it would normally take to perform the action minus a standard action. Concentration is a standard action. This ability fails if it fails a strength check or attempts to carry something over the Maximum load for the virtual strength of the effect, it fails.

 : When a telekinetic uses telekinesis, she may choose to strike a enemy with a fist of force instead of the standard effects. If she succeeds at a ranged touch attack against an opponent within her telekinetic reach, her opponent takes 1d6 force damage (plus 1d6 for each level the telekinetic possesses). This is an attack action. You may take a full attack action with this ability.

At fifth level this increases to advance access and at tenth level, expert.

 : The telekinetic can hover a distance equal to her telekinetic reach. This replaces the special ability granted by the Gravity sphere.

She gains a deflection modifier to AC equal to her intelligence modifier. At level 6 and every 3 levels thereafter (9,12,15...) the telekinetic gains a additional +1 modifier.

At level 5, she may take a full round action, and make a full attack with telekinetic weapons, or with her telekinetic slam, as well as considered to have a base attack bonus equal to that of a fighter her level for telekinetic attacks.

In order to multi-task a telekinetic must make a Concentration check with a DC equal to 15 + the number of effects times 5 - 1.

At ninth level and every 5 levels thereafter, the amount of abilities per standard action increases.

 : At fourth level the telekinetic gains the ability to create a transparent force-field using telekinesis, which acts as a Wall of Force. The size of the field is 5 sq feet per class-level. This is a telekinesis effect and can be implemented as a standard action. Its duration is concentration.





Duration continues 1 round at seventh level, and an additional one every 3 levels after word. At 19th level it can remain indefinitely.

 : The telekinetic can now create illusions by telekinetically bending light itself as a new use of her Telekinesis skill. This ability functions as Silent Image with a caster level equal to the telekinetic's class level.

Damage from from Telekinetic powers now increase by 1d6.

She may now perform actions telekinetically that require two hands.

At 11th level the Telekinesis, is considered to have her intelligence bonus ranks in all dexterity based skills, provided they are being used telekinetically.

 : The telekinetic can let force fill in the cracks and pores of an object and then pull outward, shattering the object into a million pieces using telekinesis. By taking an attack action the telekinetic can choose a target item within her telekinetic reach, that is hard enough to do damage if thrown (no cloth or etc), or a five foot cube of a larger object and attempt to brake it with sudden force telekinetically. If this succeeds, everyone within 5 feet must make a reflex save or take 1d6 piercing and slashing damage plus 1d6 per two class levels.

 : The telekinetic can create a paper thin, adamantine hard sheet of pure force as a option for telekinesis (like standard telekinesis last only for concentration). The sword is equivalent to a ghost-touch longsword with a critical threat range of 10-20. It deals additional damage equal to 2d6 for every three class levels. When taking a Telekinetic slam this can be added used instead of the normal effects. When used as a telekinetic slam, concentration is not required, and creation and attack are combined into one attack action.

 : The telekinetic can cast Move Earth, as a wizard of her level, at will.

At 17th level the telekinetic can cast Earthquake, as a wizard of her level, at will after concentrating for 20 minutes.

 : The Telekinetic gains a fly speed equal to her Telekinesis Speed. : The telekinetcic gains a +10 bonus to effective strength. Multi-task now applies to full-round actions, allowing the telekinetic to take several full round actions in one. Telekinetic skills (including concentration time for telekinesis and force field) are now move actions if they were previously standard actions.

Parakee 23:00, 22 December 2010 (UTC)