Difference between revisions of "Telekinetic, Variant (3.5e Class)"
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|special5=Dual Telekinesis, Long Range telekinesis | |special5=Dual Telekinesis, Long Range telekinesis | ||
|special6=Shielding +1 | |special6=Shielding +1 | ||
− | |special7= | + | |special7=Deflecting Palm |
|special8=Strengthened Telekinesis | |special8=Strengthened Telekinesis | ||
|special9=Shielding +2 | |special9=Shielding +2 | ||
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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. | <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>'''Long Range Telekinesis:''' Telekinesis now has a range of 100ft | ||
− | <br>'''Deflect | + | <br>'''Deflect Palm:''' The Telekinetic can expend Psionic Focus to protect himself of projectiles, as per Deflect Arrows feat, except you can Deflect any missile you can move with your Telekinesis |
<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>'''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 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 | <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 |
Revision as of 17:11, 22 December 2014
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Some are born with the ability to mentally influence physical matter: telekinetics 0
Full
Telekinetic
Telekinetics are born with the ability to mentally move and influence physical beings and objects
Making a Telekinetic
Abilities: Intelligence governs telekinetic skills and abilities
Races: Any
Alignment: Any
Starting Gold: 3d4 x 10 gp (75gp)
Starting Age: Any
Level | Base Attack Bonus |
Saving Throws | Special | ||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +0 | +0 | +0 | +2 | Telekinesis, Telekinetic Adaption, Focused Mind | ||||||||||||||||||||||||||||||||||||
2nd | +1 | +0 | +0 | +3 | Hover | ||||||||||||||||||||||||||||||||||||
3rd | +2 | +1 | +1 | +3 | Shielding | ||||||||||||||||||||||||||||||||||||
4th | +3 | +1 | +1 | +4 | Force Field | ||||||||||||||||||||||||||||||||||||
5th | +3 | +1 | +1 | +4 | Dual Telekinesis, Long Range telekinesis | ||||||||||||||||||||||||||||||||||||
6th | +4 | +2 | +2 | +5 | Shielding +1 | ||||||||||||||||||||||||||||||||||||
7th | +5 | +2 | +2 | +5 | Deflecting Palm | ||||||||||||||||||||||||||||||||||||
8th | +6/+1 | +2 | +2 | +6 | Strengthened Telekinesis | ||||||||||||||||||||||||||||||||||||
9th | +6/+1 | +3 | +3 | +6 | Shielding +2 | ||||||||||||||||||||||||||||||||||||
10th | +7/+2 | +3 | +3 | +7 | Triple Telekinesis | ||||||||||||||||||||||||||||||||||||
11th | +8/+3 | +3 | +3 | +7 | Lasting Telekinesis | ||||||||||||||||||||||||||||||||||||
12th | +9/+4 | +4 | +4 | +8 | Shielding +3 | ||||||||||||||||||||||||||||||||||||
13th | +9/+4 | +4 | +4 | +8 | Strengthened Telekinesis +1 | ||||||||||||||||||||||||||||||||||||
14th | +10/+5 | +4 | +4 | +9 | Lasting Telekinesis +1 | ||||||||||||||||||||||||||||||||||||
15th | +11/+6/+1 | +5 | +5 | +9 | Shielding +4 | ||||||||||||||||||||||||||||||||||||
16th | +12/+7/+2 | +5 | +5 | +10 | Quadruple Telekinesis | ||||||||||||||||||||||||||||||||||||
17th | +12/+7/+2 | +5 | +5 | +10 | Lasting Telekinesis +2 | ||||||||||||||||||||||||||||||||||||
18th | +13/+8/+3 | +6 | +6 | +11 | Shielding +5 | ||||||||||||||||||||||||||||||||||||
19th | +14/+9/+4 | +6 | +6 | +11 | Fly | ||||||||||||||||||||||||||||||||||||
20th | +15/+10/+5 | +6 | +6 | +12 | Mind Over Matter | ||||||||||||||||||||||||||||||||||||
Class Skills (4 + Int Modifier per level "+IntModifierperlevel" can not be assigned to a declared number type with value 4. + Int modifier per level, ×4 at 1st level)Autohypnosis (Wis), Balance (Dex), Concentration (Con), Craft (Int), Disable Device (Int), Escape Artist (Dex), Knowledge (all) (Int), Listen (Wis), Open Lock (Dex), Profession (Wis), Sleight of Hand (Dex), Spot (Wis). |
Class Features
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
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.
Telekinetic Adaption: Weapons wielded telekinetically are treated to have proficiency for attack rolls
Focused Mind: Concentration checks are used with Intelligence rather than constitution
Hover: The Telekinetic can hover using her telekinetic ability. Hovering counts as a move action
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
Force Field: The telekinetic can use Wall Of Force at will
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.
Long Range Telekinesis: Telekinesis now has a range of 100ft
Deflect Palm: The Telekinetic can expend Psionic Focus to protect himself of projectiles, as per Deflect Arrows feat, except you can Deflect any missile you can move with your Telekinesis
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.
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
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
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
Fly: The telekinetic can Fly at will
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.
Back to Main Page → 3.5e Homebrew → Classes → Base Classes
Article Balance | Very High + |
Author | SylverPhoenix + |
Base Attack Bonus Progression | Moderate + |
Class Ability Progression | Full + |
Fortitude Save Progression | Poor + |
Identifier | 3.5e Class + |
Length | 20 + |
Minimum Level | 0 + |
Rating | Unrated + |
Reflex Save Progression | Poor + |
Skill | Autohypnosis +, Balance +, Concentration +, Craft +, Disable Device +, Escape Artist +, Knowledge +, Listen +, Open Lock +, Profession +, Sleight of Hand + and Spot + |
Summary | Some are born with the ability to mentally influence physical matter: telekinetics + |
Title | Telekinetic, Variant + |
Will Save Progression | Good + |