Telekineticist (3.5e Class)

Summary::A psionic character who use telekinesis above all else. Minimum Level::1 Class Ability::Psionics Class Ability Progression::Other

Telekineticist
Telekineticist are master of force and the mind, they move objects and crush people with their brain. Overall the telekineticist is the equivalent of a psionic warlock specializing in psychokinesis, capable of suing their very limited supply of powers almost at will. Unlike psions and other psionic classes, the telekineticist use psi-like abilities powered not by power point but by telekinetic energy points. These points are unlike power points in many respect, the telekineticist possess very few of those points but can recharge them all with a single action. The telekineticist sacrifice versatility for effectiveness and the ability to keep going through an entire day with her powers.

Making a Telekineticist
Telekineticist are very focused psionic characters, capable of using their powers over and over again. They make great ranged combatant using their psi-like abilities and telekinetic assaults.

Abilities: Intelligence is the most important to Telekineticist, although constitution and dexterity are always useful for survival.

Races: Any races can become telekineticist, although races with psychic potential tend to become telekineticist more often than others.

Alignment: Any.

Starting Gold: As rogue.

Starting Age: Simple.

Alternate Class Features: Egocentrist Telekineticist

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

The Difficulty Class of a telekineticist's spell-like and other abilities is DC 10 +1/2 HD + the telekineticist 's intelligence modifier.

Weapon and Armor Proficiency: Telekineticist are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Telekineticist are not proficient with armor nor shields.



 : At the telekineticist's option she may radiate a colorful (color chosen at 1st level) light from herself and any objects she is currently manipulating with one of her ability (as the light spell but fancier) at any time. This light replace the normal display of her psi-like abilities. Additionally the telekineticist can control light.

 : A telekineticist is able to twist spoons, shatter mirrors and overall damage objects into uselessness. As an attack a telekineticist can do 2 point of force damage per level to an object or a construct within medium range. Unattended object take 6 point of force damage per level instead.

 : A Telekineticist  may fire ammunition such as bolt, arrows or bullets as if she was wielding the projectile weapon of her size itself (heavy crossbow, longbow and sling). She merely need to hold the ammunition in one of her hand and take an attack action to fire. It come without saying that the Telekineticist do not need to reload. Using Fire Ammunition cost 1 telekinetic energy point.

' PS undefined:''' The telekineticist has limited psionic powers which are fueled by her telekinetic abilities. Using a psi-like ability from this class uses up a number of telekinetic energy points equal to the level of the power.

The telekineticist receives inertial armor and matter agitation at 1st level, costing 1 telekinetic energy point. At 3rd level, she receives psionic levitate for 2 telekinetic energy points. At 5th level, she receives complete telekinesis'' for 3 telekinetic energy points. At 7th level, she receives force eruption for 4 telekinetic energy points. At 9th level, she receives 'cervical break' for 5 telekinetic energy points. At 11th level, she receives move earth for 6 telekinetic energy points. At 13th level, she receives tachyon bolt for 7 telekinetic energy points. At 15th level, she receives 'graviton manipulation' for 8 telekinetic energy points. At 17th level, she receives kinetic rending for 9 telekinetic energy points. Finally, at 19th level, she receives supreme ego barrier for 9 telekinetic energy points.

As psi-like abilities, the powers come pre-augmented up to your character level as your manifester level.

 : A telekineticist can use her mind to exercise kinetic force at a distance, allowing her to multitask with great ease. She can create (and dismiss) an unseen servant at will as a free action, she may have a number of 'servants' equal to her class level plus her intelligence modifier. Unlike a normal unseen servant it count as having a strength score equal to half the telekineticist's intelligence score. Additionally the telekineticist may use her intelligence instead of her strength score for carrying capacity and strength check.

At 6th level this ability improve she become able to remotely use objects within close range. She may also bestow great kinetic power on a single weapon she has, as a full-round action she may bestow the animated weapon template ona single weapon she touch. She may only have one of such weapon at any time.

She may recharge them by spending a full-round action focusing her psionic energy. She gain an additional telekinetic energy point at 3rd, 6th and each 3 level thereafter.

 : At 2nd level, a telekineticist learns how to strike with cunning, placing their blows for optimal damage in minimal time. By spending 1 telekinetic energy point, they can use their Intelligence instead of their Strength or Dexterity to attack rolls. Alternatively (or in addition to) this, they can spend 1 telekinetic energy point point to add Intelligence to damage in place of Strength or Dexterity. The benefits last for 1 round, and activating this ability is a free action that can be performed at the beginning of her turn.

 : A 2nd level telekineticist is able to user her telekinesis to fight remotely, her reach increase by 10. Additionally any weapon weighting under a ton she wield are weightless.



 : A 3rd level telekineticist hover at a speed equal to her base land speed with perfect maneuverability for as long as she has at least one telekinetic power point in her pool.

 : A 3rd level telekineticist gain variant psionic meditation as a bonus feat, additionally she may remain psionically focused even if no longer has any power point but has at least one telekinetic energy point in her pool.

 : A 4th level telekineticist add her intelligence modifier or her character level (whichever is lower) as a deflection bonus to her AC as long as she has one or more telekinetic energy point in her pool and wear no armor. Additionally as long as she has at least one telekinetic energy point in her pool, the telekineticist may catch any ammunition from missed ranged attacks against her (and usually fire them back with fire ammunition) as a free action.

 : A 4th level telekineticist's telekinetic powers have grown enough she can harm creatures solely with them. As an attack action she may make a ranged touch attack dealing 1d6+her intelligence modifier in force damages. Creature hit by this ability must make a reflex save or be moved 5 feet in any direction the telekineticist into an unoccupied square. This ability require line of sight and can be performed at close range. Using telekinetic slam cost 1 telekinetic point.

' PS undefined:' A 5th level telekineticist is able to control matter around herself with more ease, as a 1 round action and by spending a number of telekinetic energy points she can replicate the effect of control light (1 point), control flames (1 point), control object, control air (2 point) or control sound'' (2 points).

At 8th level gain the ability to use control body as a psi-like ability by spending 4 telekinetic energy points. Additionally she may now concentrate on power as a swift action.

 : A 6th level telekineticist gain the ability to perform a telekintic smash, doing so require her to take a full-round action and designate a target within medium range. That creature is allowed a reflex save, if it fail it is lifted off the ground and brutally smashed on the ground, dealing 1d6 force damages per telekineticist and making the creature Prone. Using telekinetic smash cost 2 telekinetic energy points.

 : A 7th level telekineticist use her powers to automatically seal all her wounds, she gain fast healing equal to half her class level or her intelligence modifier, whichever is less. This ability is active only if the telekineticist has 1 or more point in her telekinesis energy pool. By spending 3 telekinetic energy point the telekineticist may reattach one limb pressed against the wound.

At 14th level this ability improve, making the telekineticist immune to effects of bleeding and dismemberment (including a vorpal weapon) as her telekinetic power keep her together.

 : As a swift action a 8th telekineticist may pay 2 telekinetic energy points, if she does she may move her base land speed or up to 100 feet (whichever she prefer) immediately.

 : A 9th level telekineticist gain a flight speed equal to her base land speed with perfect maneuverability for as long as she has 1 or more telekinetic point in her pool.

 : A 10th level telekineticist is always under the effect of freedom of movement and tyranny of movement.

 : A 10th level telekineticist can create a 5' by 5' field of pure telekinetic force (act as a wall of force) within medium range. Using this ability require a standard action and cost 2 telekinesis energy points. Alternatively the telekineticist may use a full-round action and 4 additional telekinetic energy point to create 3 cube instead.

 : A 12th level telekineticist is able to crush a creature with her telekinetic strength. As a full-round she designate a creature within medium range, that creature must make a fortitude save. If the save is failed it take 2d6 force damages per telekineticist level and become nauseated for 3 round. If the save is a success the creature take 1 force damage per telekineticist level and is sickened for 1 round. Using telekinetic crush cost 4 telekinetic energy point.

 : At the beginning of a 16th level telekineticist's turn she regain one point of telekinetic energy.

 : Any items carried by a 18th level telekineticist weighting under 1 ton per character level is weightless.

Additionally she become able to act during other people's time stop but is also staggered for it duration.