Difference between revisions of "Telekinetic, Variant (3.5e Class)"
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<br>'''Long Range Telekinesis:''' Telekinesis now has a range of 100ft | <br>'''Long Range Telekinesis:''' Telekinesis now has a range of 100ft | ||
<br>'''Deflect Arrows Feat:''' Telekinetic gains the Deflect Arrows Feat | <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 dexterity check made while using telekinesis. Damage from telekinetic | + | <br>'''Strengthened Telekinesis:''' Effective strength for her telekinetic power is equal to her intelligence +4. Intelligence is now used in place of any dexterity check made while using telekinesis. Damage from telekinetic attacks are now increase by 1d6. At level 13 this ability strengthens, adding another +4 to her effective telekinetic strength, and increases damage from telekinetic attacks 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 class 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>'''Telekinetic Explosion:''' The telekinetic can release a spherical blast of telekinetic energy in a 20ft radius centered on them, dealing 1d6/ every three class 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 | <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>'''Crushing Heart:''' The telekinetic can take a full round action 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, the target takes 4d8 points of crushing pressure to it's body. | <br>'''Crushing Heart:''' The telekinetic can take a full round action 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, the target takes 4d8 points of crushing pressure to it's body. | ||
<br>'''Fly:''' The telekinetic can Fly at will | <br>'''Fly:''' The telekinetic can Fly at will | ||
− | <br>'''Mind Over Matter:''' The telekinetic gains +10 to her effective telekinetic strength. Concentration to maintain telekinetic effects is now a move action if it was previously a standard action. | + | <br>'''Mind Over Matter:''' The telekinetic gains +10 to her effective telekinetic strength. Concentration to maintain telekinetic effects is now a move action if it was previously a standard action. Damage from telekinetic attacks are increased by a further 2d6 |
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Revision as of 18:25, 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 | Long Range telekinesis | ||||||||||||||||||||||||||||||||||||
6th | +4 | +2 | +2 | +5 | Shielding +1 | ||||||||||||||||||||||||||||||||||||
7th | +5 | +2 | +2 | +5 | Deflect Arrows Feat | ||||||||||||||||||||||||||||||||||||
8th | +6/+1 | +2 | +2 | +6 | Strengthened Telekinesis | ||||||||||||||||||||||||||||||||||||
9th | +6/+1 | +3 | +3 | +6 | Shielding +2 | ||||||||||||||||||||||||||||||||||||
10th | +7/+2 | +3 | +3 | +7 | Telekinetic Explosion | ||||||||||||||||||||||||||||||||||||
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 | Crushing Heart | ||||||||||||||||||||||||||||||||||||
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 and effective strength 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 an enhancement bonus to natural armour. 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, within her telekinetic range
Long Range Telekinesis: Telekinesis now has a range of 100ft
Deflect Arrows Feat: Telekinetic gains the Deflect Arrows Feat
Strengthened Telekinesis: Effective strength for her telekinetic power is equal to her intelligence +4. Intelligence is now used in place of any dexterity check made while using telekinesis. Damage from telekinetic attacks are now increase by 1d6. At level 13 this ability strengthens, adding another +4 to her effective telekinetic strength, and increases damage from telekinetic attacks by another 1d6.
Telekinetic Explosion: The telekinetic can release a spherical blast of telekinetic energy in a 20ft radius centered on them, dealing 1d6/ every three class 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.
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
Crushing Heart: The telekinetic can take a full round action 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, the target takes 4d8 points of crushing pressure to it's body.
Fly: The telekinetic can Fly at will
Mind Over Matter: The telekinetic gains +10 to her effective telekinetic strength. Concentration to maintain telekinetic effects is now a move action if it was previously a standard action. Damage from telekinetic attacks are increased by a further 2d6
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 + |