Difference between revisions of "Haunted Telekinesis (3.5e Feat)"
(Created page with "{{author |author_name=Leziad |date_created=9th May 2021 |status=Complete |balance=High}} {{3.5e Feat |name=Haunted Telekinesis |types= |summary=You gain the haunted curse and...") |
m |
||
Line 13: | Line 13: | ||
|benefit=You gain an Haunted Oracle Curse<sup>Pathfinder</sup>, using your character level as your curse level. If you are an oracle with the haunted curse, you count as 2 levels higher for the purpose of receiving the benefit of that curse. | |benefit=You gain an Haunted Oracle Curse<sup>Pathfinder</sup>, using your character level as your curse level. If you are an oracle with the haunted curse, you count as 2 levels higher for the purpose of receiving the benefit of that curse. | ||
− | Additionally you may treat the following telekinesis-based spells as necromancy when beneficial: ''head explode''<sup>Pathfinder</sup>, [[SRD:Mage Hand|''mage hand'']], [[SRD:Telekinesis|''telekinesis'']] and other versions of those spells (such as greater or partial versions). | + | Additionally you may treat the following telekinesis-based spells as necromancy when beneficial: [[Force Pulse (3.5e Spell)|''force pulse'']], ''head explode''<sup>Pathfinder</sup>, [[SRD:Mage Hand|''mage hand'']], [[SRD:Telekinesis|''telekinesis'']] and other versions of those spells (such as greater or partial versions). |
|example=<!-- If your feat has a complicated mechanic, give an example of how it works. --> | |example=<!-- If your feat has a complicated mechanic, give an example of how it works. --> | ||
|normal= | |normal= |
Revision as of 20:44, 9 May 2021
| |||||||||
| |||||||||
Rate this article Discuss this article |
Haunted Telekinesis [General]
You have ghostly hands which bothers you, you can make them do useful stuff though.Prerequisites: Must be able to cast 1st level necromancy spells.Benefit: You gain an Haunted Oracle CursePathfinder, using your character level as your curse level. If you are an oracle with the haunted curse, you count as 2 levels higher for the purpose of receiving the benefit of that curse.
Additionally you may treat the following telekinesis-based spells as necromancy when beneficial: force pulse, head explodePathfinder, mage hand, telekinesis and other versions of those spells (such as greater or partial versions).
Special: You cannot take this feat if you have the Haunted flaw.
Back to Main Page → 3.5e Homebrew → Character Options → Feats
Leziadv |
---|
Article Balance | High + |
Author | Leziad + |
Identifier | 3.5e Feat + |
Prerequisite | Must be able to cast 1st level necromancy spells. + |
Rating | Undiscussed + |
Summary | You gain the haunted curse and treat some telekinesis-like feats as necromancy spells. + |
Title | Haunted Telekinesis + |
Type | General + |