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Telekinetic, Variant (3.5e Class)

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{{author
|author_name= SylverPhoenix
|date_created= 2223/12/14
|adopter=
|date_adopted=
|balance= Very High
}}<div class="blank">
[[Summary::Some are born with The telekinetic uses her powers to wreck havoc on enemies by throwing objects, and beings, around the ability to mentally influence physical matter: telekineticsbattlefield]][[Minimum Level::0]][[Class Ability:: TelekinesisTelekinetic Thrust, Telekinetic Force, Telekinetic Maneuver]]
[[Class Ability Progression:: Full]]
{{3.5e Class Alignments | Any}}
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==Telekinetic==
Telekinetics are born with the ability The telekinetic uses her powers to mentally move cause damage and influence physical beings and objectsdestruction
===Making a Telekinetic===
'''Abilities:''' Intelligence governs telekinetic skills and abilitiesis the primary stat for telekinetics.
'''Races:''' Any
'''Starting Gold:''' 3d4 x 10 gp (75gp)
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' AnyComplex
{{3.5e Class Simple
|classname=Telekinetic|hitdie=6|length=20|bab=Moderate|fort=GoodPoor|ref=Poor|will=Good|special1=TelekinesisTelekinetic Thrust, Telekinetic Maneuver, Telekinetic AdaptionForce, All For One, Focused Mind|special2=HoverDeflect Arrow|special3=ShieldingAll For One +1|special4=Force Field|special5=Dual TelekinesisAll For One +2, Telekinetic Strength|special6=Shielding +1Fly|special7=Deflect Arrows FeatAll For One +3|special8=Strengthened TelekinesisTwo Hands|special9=Shielding All For One +24|special10=Triple TelekinesisTelekinetic Strength +1|special11=Lasting TelekinesisAll For One +5|special12=Shielding +3Snatch Arrow|special13=Strengthened Telekinesis All For One +16|special14=Lasting Telekinesis +1Deflect Arrow Mythic|special15=Shielding All For One +47, Telekinetic Strength +3|special16=Quadruple TelekinesisWall of Force Mythic|special17=Lasting Telekinesis All For One +28|special18=Shielding +5Heat Metal|special19=FlyAll For One +9|special20=All For One +10, Mind Over Matter|skillpoints=4 + Int Modifier per levelMod
|skills=
Balance,
Concentration,
Craft,
Disable Device,
Escape Artist,
Hide, ListenKnowledge,
Open Lock,
Profession,
Search,
Sleight of Hand,
Speak Language, Spot, Survival, Use psionic device
}}
All of the following are class features of the Telekinetic.
'''Weapon and Armor Proficiency:''' Telekinetics begin The Telekinetic begins with no proficiency in armor and simple weapon proficiency with any weapon that is wielded telekinetically.
<br>'''Telekinesis:All telekinetic abilities are psi-like. Int modifier affects DC on saving throws opposed to Cha modifier''' ' Telekinetics can use the spell 'Telekinesis' at will with Telekinetic dexterity is equal to intelligence stat''medium' range - 100ft + 10ft/level <br>'''Effective telekinetic strength and telekinetic carrying capacity is based upon the telekinetics intelligence. E.g. Intelligence 18 = 300 lbs'''Telekinetic Adaption: ''' Weapons wielded telekinetically are treated The distance an enemy can be hurled is equal to have proficiency for attack rolls(Intelligence modifier x 5 feet)''' <br>'''Focused Mind:Telekinetic range is 60ft''' Concentration checks are used with Intelligence rather than constitution<br>'''HoverTelekinetic Thrust :''' The Telekinetic You can affect one or more objects or creatures by concentrating your mind upon, sending them in a deadly hail at your foes—or simply by hurling your foe! You can hover using her telekinetic abilityhurl one object or creature.  You must succeed on ranged attack rolls to hit the target of hurled items with the items, applying your Intelligence modifier to the attack roll instead of your Dexterity modifier. Hurled weapons deal their standard damage (your Strength bonus does not apply; arrows or bolts deal damage as daggers of their size when used in this manner). Other objects deal damage ranging from 1 point per 25 pounds of weight (for less dangerous objects such as an empty barrel) to 1d6 points per 25 pounds of weight (for hard, dense objects such as a boulder). Hovering counts  Creatures are allowed Will saves (and power resistance) to negate the effect, as are those whose held possessions are targeted by this power.If you use this power to hurl a move actioncreature against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points). Enemies thrown into other enemies take full damage, the target enemy taking full damage too on failing a reflex save (zero damage on a successful reflex save)  <br>'''ShieldingTelekinetic Maneuver:''' The telekinetic's You can affect a foe by concentrating your mind begins growingupon its current status and the status you desire, once per round. You can perform a bull rush, a disarm, a grapple (including a pin), or a trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, her power coming through the surface you use your manifester level in place of her being - providing additional AC your base attack bonus against attacks. This AC bonus is equal to her INT (for disarm and grapple attempts), you use your Intelligence modifier in place of your Strength modifier or Dexterity modifier , and increases a failed attempt doesn’t allow a reactive attempt by another 1 point at levels 6the target (such as normally allowed on disarm or trip attempts). No save is allowed against these attempts, 9, 12, 15 and 18but power resistance applies normally. <br>'''Telekinetic Force Field:''' You move an object by concentrating your mind upon its current location and then the location you desire, creating a sustained force. You can move an object weighing no more than 250 pounds up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with power resistance. The telekinetic weight can be moved across the ground or through the air. This power ends if the object is forced out of range. If you cease concentration, the object falls or stops.You can drop a weight and pick up another during the power’s duration, as long as you don’t stop concentrating on maintaining the power. An object can use Wall Of Force be telekinetically manipulated as if you were moving it with one hand.If you spend at willleast 5 rounds concentrating on an unattended object, you can attempt to break or burst it as if making a Strength check, except that you apply your key ability modifier to the check instead of your Strength modifier. <br>'''Dual TelekinesisAll For One:''' The telekinetic focuses on damaging rather than moving many objects at once. When attacking with telekinesis the damage inflicted is growing more competent in her use of her abilities; she can now use increased by 1d6. This bonus increases by another 1d6 every two standard actions with her telekinesis per roundlevels after the first (3,5,7, 9 etc) and then another at a -5 penalty to the attack roll of her second action.level 20  <br>'''Deflect Arrows FeatArrow:''' The telekinetic gains the Deflect Arrows deflect arrows feat, using able to use her telekinetic abilities telekinesis to deflect arrows. AT level 14 this feat becomes the mythic version, able to do sodeflect half her tier number arrows <br>'''Strengthened TelekinesisTelekinetic Strength:''' Effective strength for The telekinetic becomes more proficient with her telekinetic power is equal , gaining: 10ft extra range, 5ft extra enemy throwing distance, +2 to her intelligence telekinetic strength and carrying capacity strength score, + her intelligence modifier2 telekinetic attack bonus. Intelligence is now used in place of any strength or dexterity check made while using telekinesisThese bonuses are doubled at level 10, then tripled at level 15. Damage from  '''Force Field:''' The telekinetic abilities is now increase by 1d6. At level 13 this can use the Wall Of Force spell as an at-will, psi-like ability strengthens, adding TWICE the telekinetics intelligence modifier to at her effective telekinetic strength, and increases damage from telekinetic abilities by 2d6range.The Force Field's duration is concentration based <br>'''Triple TelekinesisTwo Hands:''' The telekinetic is now more skilled, able to can take three standard two telekinetic actions per by using a full round, at a cumulative penalty of -5 for each subsequent attack after the firstaction <br>'''Lasting TelekinesisSnatch Arrow:''' Any The telekinetic action made that has a duration can now has that duration increased by one round - this extra round does not require concentration e.g. keeping an enemy grappled while not actively grappling that enemy anymore. This ability increases by another round at levels 14 and 17snatch arrows instead of deflecting them <br>'''Quadruple TelekinesisFly:''' The telekinetic can now use four standard telekinetic actions per roundthe fly spell, at -will, as a cumulative cost of psi-5 for each subsequent like ability, as a move action after the first<br>'''Flyheat metal:''' The the telekinetic can Fly gains the spell heat metal as an at will, psi like ability <br>'''Mind Over Matter:''' The telekinetic gains : +10 to her effective 4 telekinetic strengthand carrying capacity strength score, 10ft range, and can now now use Full Round Actions with her 'Quadruple Telekinesis'. Concentration to maintain 5 ft throwing distance of enemies etc, +4 telekinetic effects is now a move action if it was previously a standard action.attack bonus
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