Difference between revisions of "Telekinetic, Variant (3.5e Class)"

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{{author
 
{{author
 
|author_name= SylverPhoenix
 
|author_name= SylverPhoenix
|date_created= 22/12/14
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|date_created= 23/12/14
 
|adopter=
 
|adopter=
 
|date_adopted=  
 
|date_adopted=  
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|balance= Very High
 
|balance= Very High
 
}}<div class="blank">
 
}}<div class="blank">
[[Summary::Some are born with the ability to mentally influence physical matter: telekinetics]]
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[[Summary:: The telekinetic uses her powers to wreck havoc on enemies by throwing objects, and beings, around the battlefield]]
[[Minimum Level::0]]
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[[Minimum Level:: 0]]
[[Class Ability:: Telekinesis]]
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[[Class Ability:: Telekinetic Thrust, Telekinetic Force, Telekinetic Maneuver]]
 
[[Class Ability Progression:: Full]]
 
[[Class Ability Progression:: Full]]
  
{{3.5e Class Alignments | Any}}
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{{3.5e Class Alignments |Any
 
</div>
 
</div>
  
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==Telekinetic==
 
==Telekinetic==
  
Telekinetics are born with the ability to mentally move and influence physical beings and objects
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The telekinetic uses her powers to cause damage and destruction
  
 
===Making a Telekinetic===
 
===Making a Telekinetic===
  
'''Abilities:''' Intelligence governs telekinetic skills and abilities
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'''Abilities:''' Intelligence is the primary stat for telekinetics.
  
 
'''Races:''' Any
 
'''Races:''' Any
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'''Starting Gold:''' 3d4 x 10 gp (75gp)
 
'''Starting Gold:''' 3d4 x 10 gp (75gp)
  
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Any
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'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex
  
 
{{3.5e Class Simple
 
{{3.5e Class Simple
|classname=Telekinetic
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|classname= Telekinetic
|hitdie=6
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|hitdie= 6
|length=20
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|length= 20
|bab=Moderate
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|bab= Moderate
|fort=Poor
+
|fort= Poor
|ref=Poor
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|ref= Poor
|will=Good
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|will= Good
|special1=Telekinesis, Telekinetic Adaption, Focused Mind
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|special1= Telekinetic Thrust, Telekinetic Maneuver, Telekinetic Force, All For One,
|special2=Hover
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|special2= Deflect Arrow
|special3=Shielding
+
|special3= All For One +1
|special4=Force Field
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|special4= Force Field
|special5=Dual Telekinesis, Long Range telekinesis
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|special5= All For One +2, Telekinetic Strength
|special6=Shielding +1
+
|special6= Fly
|special7=Deflect Arrows Feat
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|special7= All For One +3
|special8=Strengthened Telekinesis
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|special8= Two Hands
|special9=Shielding +2
+
|special9= All For One +4
|special10=Triple Telekinesis
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|special10= Telekinetic Strength +1
|special11=Lasting Telekinesis
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|special11= All For One +5
|special12=Shielding +3
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|special12= Snatch Arrow
|special13=Strengthened Telekinesis +1
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|special13= All For One +6
|special14=Lasting Telekinesis +1
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|special14= Deflect Arrow Mythic
|special15=Shielding +4
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|special15= All For One +7, Telekinetic Strength +3
|special16=Quadruple Telekinesis
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|special16= Wall of Force Mythic
|special17=Lasting Telekinesis +2
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|special17= All For One +8
|special18=Shielding +5
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|special18= Heat Metal
|special19=Fly
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|special19= All For One +9
|special20=Mind Over Matter
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|special20= All For One +10, Mind Over Matter
|skillpoints=4 + Int Modifier per level
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|skillpoints= 4 + Int Mod
 
|skills=
 
|skills=
Autohypnosis,
 
 
Balance,  
 
Balance,  
 
Concentration,  
 
Concentration,  
Craft,  
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Craft,
 
Disable Device,  
 
Disable Device,  
 
Escape Artist,  
 
Escape Artist,  
Knowledge (all),
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Knowledge,  
Listen,
 
 
Open Lock,  
 
Open Lock,  
 
Profession,  
 
Profession,  
Sleight of Hand,
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Search,
Spot,
+
Sleight of Hand,  
 +
Use psionic device
 
}}
 
}}
  
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All of the following are class features of the Telekinetic.
 
All of the following are class features of the Telekinetic.
  
'''Weapon and Armor Proficiency:''' Telekinetics begin with no proficiency in armor and proficiency with any weapon that is wielded telekinetically
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'''Weapon and Armor Proficiency:''' The Telekinetic begins with simple weapon proficiency.
  
<br>'''Telekinesis:''' Telekinetics can use the spell 'Telekinesis' at will with 'medium' range - 50ft. The weight capacity of this telekinesis is based on the user's intelligence score. E.g. Intelligence of 18 = 300lbs telekinetic carrying capacity.
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'''All telekinetic abilities are psi-like. Int modifier affects DC on saving throws opposed to Cha modifier'''
<br>'''Telekinetic Adaption:''' Weapons wielded telekinetically are treated to have proficiency for attack rolls
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<br>'''Focused Mind:''' Concentration checks are used with Intelligence rather than constitution
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'''Telekinetic dexterity is equal to intelligence stat'''
<br>'''Hover:''' The Telekinetic can hover using her telekinetic ability. Hovering counts as a move action
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<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
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'''Effective telekinetic strength and telekinetic carrying capacity is based upon the telekinetics intelligence. E.g. Intelligence 18 = 300 lbs'''
<br>'''Force Field:''' The telekinetic can use Wall Of Force at will
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<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.
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'''The distance an enemy can be hurled is equal to (Intelligence modifier x 5 feet)'''
<br>'''Long Range Telekinesis:''' Telekinesis now has a range of 100ft
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<br>'''Deflect Arrows Feat:''' The telekinetic gains the Deflect Arrows feat, using her telekinetic abilities to do so
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'''Telekinetic range is 60ft'''
<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.
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<br>'''Triple Telekinesis:''' The telekinetic is now more skilled, able to take three standard telekinetic actions per round, at a cumulative penalty of -5 for each subsequent attack after the first
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'''Telekinetic Thrust :''' 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 hurl one object or creature.
<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 Telekinesis:''' The telekinetic can now use four standard telekinetic actions per round, at a cumulative cost of -5 for each subsequent action after the first
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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).
<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.
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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 creature 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)
 +
 
 +
 
 +
'''Telekinetic Maneuver:''' You can affect a foe by concentrating your mind upon 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, you use your manifester level in place of your base attack bonus (for disarm and grapple attempts), you use your Intelligence modifier in place of your Strength modifier or Dexterity modifier, and a failed attempt doesn’t allow a reactive attempt by the target (such as normally allowed on disarm or trip attempts). No save is allowed against these attempts, but power resistance applies normally.
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 +
'''Telekinetic Force:'''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 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 be telekinetically manipulated as if you were moving it with one hand.
 +
If you spend at least 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.
 +
 
 +
'''All For One:''' The telekinetic focuses on damaging rather than moving many objects at once. When attacking with telekinesis the damage inflicted is increased by 1d6. This bonus increases by another 1d6 every two levels after the first (3,5,7,9 etc) and then another at level 20
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 +
 
 +
'''Deflect Arrow:''' The telekinetic gains the deflect arrows feat, able to use her telekinesis to deflect arrows. AT level 14 this feat becomes the mythic version, able to deflect half her tier number arrows
 +
 
 +
'''Telekinetic Strength:''' The telekinetic becomes more proficient with her power, gaining: 10ft extra range, 5ft extra enemy throwing distance, +2 to telekinetic strength and carrying capacity strength score, +2 telekinetic attack bonus. These bonuses are doubled at level 10, then tripled at level 15.
 +
 
 +
'''Force Field:''' The telekinetic can use the Wall Of Force spell as an at-will, psi-like ability, at her telekinetic range. The Force Field's duration is concentration based
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 +
'''Two Hands:''' The telekinetic can take two telekinetic actions by using a full round action
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 +
'''Snatch Arrow:''' The telekinetic can now snatch arrows instead of deflecting them
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 +
'''Fly:''' The telekinetic can now use the fly spell, at-will, as a psi-like ability, as a move action
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 +
'''heat metal:''' the telekinetic gains the spell heat metal as an at will, psi like ability
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 +
'''Mind Over Matter:''' The telekinetic gains: +4 telekinetic strength and carrying capacity strength score, 10ft range, 5 ft throwing distance of enemies etc, +4 telekinetic attack bonus
  
 
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Latest revision as of 22:10, 31 December 2014

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Author: SylverPhoenix (talk)
Date Created: 23/12/14
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The telekinetic uses her powers to wreck havoc on enemies by throwing objects, and beings, around the battlefield

0
"Telekinetic Thrust, Telekinetic Force, Telekinetic Maneuver" is not in the list (Prepared Arcane Spellcasting, Spontaneous Arcane Spellcasting, Prepared Divine Spellcasting, Spontaneous Divine Spellcasting, Arcane Spellcasting, Divine Spellcasting, Prepared Spellcasting, Spontaneous Spellcasting, Alternate Magic, Psionics, ...) of allowed values for the "Class Ability" property.

Full

{{3.5e Class Alignments |Any


Telekinetic[edit]

The telekinetic uses her powers to cause damage and destruction

Making a Telekinetic[edit]

Abilities: Intelligence is the primary stat for telekinetics.

Races: Any

Alignment: Any

Starting Gold: 3d4 x 10 gp (75gp)

Starting Age: Complex

Table: The Telekinetic

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +2 Telekinetic Thrust, Telekinetic Maneuver, Telekinetic Force, All For One,
2nd +1 +0 +0 +3 Deflect Arrow
3rd +2 +1 +1 +3 All For One +1
4th +3 +1 +1 +4 Force Field
5th +3 +1 +1 +4 All For One +2, Telekinetic Strength
6th +4 +2 +2 +5 Fly
7th +5 +2 +2 +5 All For One +3
8th +6/+1 +2 +2 +6 Two Hands
9th +6/+1 +3 +3 +6 All For One +4
10th +7/+2 +3 +3 +7 Telekinetic Strength +1
11th +8/+3 +3 +3 +7 All For One +5
12th +9/+4 +4 +4 +8 Snatch Arrow
13th +9/+4 +4 +4 +8 All For One +6
14th +10/+5 +4 +4 +9 Deflect Arrow Mythic
15th +11/+6/+1 +5 +5 +9 All For One +7, Telekinetic Strength +3
16th +12/+7/+2 +5 +5 +10 Wall of Force Mythic
17th +12/+7/+2 +5 +5 +10 All For One +8
18th +13/+8/+3 +6 +6 +11 Heat Metal
19th +14/+9/+4 +6 +6 +11 All For One +9
20th +15/+10/+5 +6 +6 +12 All For One +10, Mind Over Matter
Class Skills (4 + Int Mod
"+IntMod" can not be assigned to a declared number type with value 4.
+ Int modifier per level, ×4 at 1st level)

Balance (Dex), Concentration (Con), Craft (Int), Disable Device (Int), Escape Artist (Dex), Knowledge (Int), Open Lock (Dex), Profession (Wis), Search (Int), Sleight of Hand (Dex), Use psionic device ().


Class Features[edit]

All of the following are class features of the Telekinetic.

Weapon and Armor Proficiency: The Telekinetic begins with simple weapon proficiency.

All telekinetic abilities are psi-like. Int modifier affects DC on saving throws opposed to Cha modifier

Telekinetic dexterity is equal to intelligence stat

Effective telekinetic strength and telekinetic carrying capacity is based upon the telekinetics intelligence. E.g. Intelligence 18 = 300 lbs

The distance an enemy can be hurled is equal to (Intelligence modifier x 5 feet)

Telekinetic range is 60ft

Telekinetic Thrust : 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 hurl 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).

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 creature 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)


Telekinetic Maneuver: You can affect a foe by concentrating your mind upon 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, you use your manifester level in place of your base attack bonus (for disarm and grapple attempts), you use your Intelligence modifier in place of your Strength modifier or Dexterity modifier, and a failed attempt doesn’t allow a reactive attempt by the target (such as normally allowed on disarm or trip attempts). No save is allowed against these attempts, but power resistance applies normally.

Telekinetic Force: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 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 be telekinetically manipulated as if you were moving it with one hand. If you spend at least 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.

All For One: The telekinetic focuses on damaging rather than moving many objects at once. When attacking with telekinesis the damage inflicted is increased by 1d6. This bonus increases by another 1d6 every two levels after the first (3,5,7,9 etc) and then another at level 20


Deflect Arrow: The telekinetic gains the deflect arrows feat, able to use her telekinesis to deflect arrows. AT level 14 this feat becomes the mythic version, able to deflect half her tier number arrows

Telekinetic Strength: The telekinetic becomes more proficient with her power, gaining: 10ft extra range, 5ft extra enemy throwing distance, +2 to telekinetic strength and carrying capacity strength score, +2 telekinetic attack bonus. These bonuses are doubled at level 10, then tripled at level 15.

Force Field: The telekinetic can use the Wall Of Force spell as an at-will, psi-like ability, at her telekinetic range. The Force Field's duration is concentration based

Two Hands: The telekinetic can take two telekinetic actions by using a full round action

Snatch Arrow: The telekinetic can now snatch arrows instead of deflecting them

Fly: The telekinetic can now use the fly spell, at-will, as a psi-like ability, as a move action

heat metal: the telekinetic gains the spell heat metal as an at will, psi like ability

Mind Over Matter: The telekinetic gains: +4 telekinetic strength and carrying capacity strength score, 10ft range, 5 ft throwing distance of enemies etc, +4 telekinetic attack bonus


Back to Main Page3.5e HomebrewClassesBase Classes

Article BalanceVery High +
AuthorSylverPhoenix +
Base Attack Bonus ProgressionModerate +
Class Ability ProgressionFull +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
Minimum Level0 +
RatingUnrated +
Reflex Save ProgressionPoor +
SkillBalance +, Concentration +, Craft +, Disable Device +, Escape Artist +, Knowledge +, Open Lock +, Profession +, Search +, Sleight of Hand + and Use psionic device +
SummaryThe telekinetic uses her powers to wreck havoc on enemies by throwing objects, and beings, around the battlefield +
TitleTelekinetic, Variant +
Will Save ProgressionGood +