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'''Weapon and Armor Proficiency:''' Telekinetics begin with no proficiency in armor and proficiency with any weapon that is wielded telekinetically
<br>'''Telekinesis:''' Telekinetics can use the spell 'Telekinesis' at will with 'medium' range - 50ft. The weight capacity and effective strength of this telekinesis is based on the user's intelligence score. E.g. Intelligence of 18 = 300lbs telekinetic carrying capacity.
<br>'''Telekinetic Adaption:''' Weapons wielded telekinetically are treated to have proficiency for attack rolls
<br>'''Focused Mind:''' Concentration checks are used with Intelligence rather than constitution
<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>'''Telekinetic Explosion:''' The telekinetic can release a spherical blast of telekinetic energy in a 20ft radius centered on them, dealing 1d6/ every three caster level damage, knocking enemies back 30 feet and knocking them prone. Fortitude save equals half damage and half knockback, enemy is not knocked prone. Huge creatures are knocked back 15 ft on a failed 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