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Telekinetic, Variant (3.5e Class)

26 bytes added, 18:08, 22 December 2014
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|special3=Shielding
|special4=Force Field
|special5=Dual Telekinesis, Long Range telekinesis
|special6=Shielding +1
|special7=Deflect Arrows Feat
|special8=Strengthened Telekinesis
|special9=Shielding +2
|special10=Triple TelekinesisTelekinetic Explosion
|special11=Lasting Telekinesis
|special12=Shielding +3
|special14=Lasting Telekinesis +1
|special15=Shielding +4
|special16=Quadruple TelekinesisCrushing Heart
|special17=Lasting Telekinesis +2
|special18=Shielding +5
<br>'''Shielding:''' The telekinetic's mind begins growing, her power coming through the surface of her being - providing additional AC bonus against attacks. This AC bonus is equal to her INT modifier and increases by another 1 point at levels 6, 9, 12, 15 and 18
<br>'''Force Field:''' The telekinetic can use Wall Of Force at will
<br>'''Dual Telekinesis:''' The telekinetic is growing more competent in her use of her abilities; she can now use two standard actions with her telekinesis per round, at a -5 penalty to the attack roll of her second action.
<br>'''Long Range Telekinesis:''' Telekinesis now has a range of 100ft
<br>'''Deflect Arrows Feat:''' Telekinetic gains the Deflect Arrows Feat
<br>'''Strengthened Telekinesis:''' Effective strength for her telekinetic power is equal to her intelligence +4. Intelligence is now used in place of any strength or dexterity check made while using telekinesis. Damage from telekinetic abilities is now increase by 1d6. At level 13 this ability strengthens, adding another +4 to her effective telekinetic strength, and increases damage from telekinetic abilities by another 1d6.
<br>'''Triple TelekinesisTelekinetic Explosion:''' The telekinetic is now more skilledcan release a spherical blast of telekinetic energy in a 20ft radius centered on them, able to take dealing 1d6/ every three standard telekinetic actions per roundcaster level damage, knocking enemies back 30 feet and knocking them prone. Fortitude save equals half damage and half knockback, at enemy is not knocked prone. Huge creatures are knocked back 15 ft on a cumulative penalty of -5 for each subsequent attack after the firstfailed save.
<br>'''Lasting Telekinesis:''' Any telekinetic action made that has a duration 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 17
<br>'''Quadruple TelekinesisCrushing Heart:''' The telekinetic can now use four standard telekinetic actions per take a full roundaction to crush an enemy's heart. The target must succeed on a Fortitude saving throw (DC 15 + Telekinetics Int modifier) or die horrifically. Even on a successful save, at a cumulative cost the target takes 4d8 points of -5 for each subsequent action after the firstcrushing pressure to it's body.
<br>'''Fly:''' The telekinetic can Fly at will
<br>'''Mind Over Matter:''' The telekinetic gains +10 to her effective telekinetic strength, and can now now use Full Round Actions with her 'Quadruple Telekinesis'. Concentration to maintain telekinetic effects is now a move action if it was previously a standard action.Telekinetic damage is increased by a further 2d6
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