Ultimate Telekinetic
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[hide]<-Ultimate Telekinetic->
<-The most powerful and versatile of all Telekinetic classes->.
Making a <Ultimate Telekinetic->
<-Strong points and weak points, and effectiveness with party members.->
Abilities: <Intelligence is the most important stat, with dex being second.->
Races: <Any race can be an UT but, mentally disciplined races are best suited for it. >
Alignment: <Any>.
Starting Gold: <10d10x3-> gp).
Starting Age: <simple>.
Level | Base Attack Bonus |
Saving Throws | Special | ||
---|---|---|---|---|---|
Fort | Ref | Will | |||
1st | +0 | +0 | +2 | +2 | < Telekinetic Power> |
2nd | +1 | +0 | +3 | +3 | |
3rd | +1 | +1 | +3 | +3 | |
4th | +2 | +1 | +4 | +4 | |
5th | +2 | +1 | +4 | +4 | |
6th | +3 | +2 | +5 | +5 | |
7th | +3 | +2 | +5 | +5 | |
8th | +4 | +2 | +6 | +6 | |
9th | +4 | +3 | +6 | +6 | |
10th | +5 | +3 | +7 | +7 | |
11th | +5 | +3 | +7 | +7 | |
12th | +6/+1 | +4 | +8 | +8 | |
13th | +6/+1 | +4 | +8 | +8 | |
14th | +7/+2 | +4 | +9 | +9 | |
15th | +7/+2 | +5 | +9 | +9 | |
16th | +8/+3 | +5 | +10 | +10 | |
17th | +8/+3 | +5 | +10 | +10 | |
18th | +9/+4 | +6 | +11 | +11 | |
19th | +9/+4 | +6 | +11 | +11 | |
20th | +10/+5 | +6 | +12 | +12 |
Class Features
All of the following are class features of the <-class name->.
Weapon and Armor Proficiency: <-Description of class weapon & armor proficiencies.->
Saving Throws: Saves against abilities caused by the telekinetic's powers have a DC of 10 + the telekinetic's level + her intelligence bonus.
Telekinetic Power(Ex): < At first level a telekinetic can move any object within her line of sight at will. She can perform any action performable with one hand, though still must make checks as applicable. For all purposes, including carrying capacity, the telekinetic force has an effective strength and/or dexterity score equal to the telekinetic's intelligence and can move at a speed shown on Table:Telekinetic. If an unwilling creature is targeted, it gets a will save to resist. You may throw an object telekinetically. This requires a ranged attack roll. This deals damage based on size. In addition 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. At Level five you add your intelligence modifier to damage.
Size | Damage |
---|---|
Diminutive | 1 |
Tiny | 1d3 |
Small | 1d4 |
Medium | 1d6 |
Large | 1d8 |
Huge | 1d12 |
Gargantuan | 3d6 |
Colossal | 4d6 |
You can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity. A telekinetic can wield weapons remotely, although is not considered to have proficiency. Telekinesis's and dependent powers' actions can only be taken once a round. This is a force effect. This ability requires concentration and requires the amount of time it would normally take to perform the action minus a standard action. Concentration is a standard action. This ability fails if it fails a strength check or attempts to carry something over the Maximum load for the virtual strength of the effect, it fails..>
Mind over matter(Ex): A telekinetic may make concentration checks with her intelligence modifier instead of her constitution
'' (Sp): <-class feature game rule information->
(Su): <-class feature game rule information->
Ex-<-pluralized class name->
<-Describe what happens when a character violates the alignment restrictions or any other class restrictions. If there are no behavior or alignment restrictions, delete this section.->
Epic <-class name->
Level | Special | ||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
21st | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
22nd | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
23rd | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
24th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
25th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
26th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
27th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
28th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
29th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
30th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
<-number of skill points-> + Int modifier skill points per level. |
<-existing class feature->: <-how this class feature increases or accumulates at epic levels->
<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->
<-Lather, rinse...->
<-... repeat.->
Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-# of levels-> levels after 20th.
Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.
<-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Skill | Ranks | Ability | Armor Check Penalty |
---|---|---|---|
<-Skill name-> | <-4 for class skills and 2 for cross-class skills-> | <-Abbreviated key ability-> | <-armor check penalty based on starting armor. If inapplicable, put "—"-> |
<-Skill name-> | <-4 for class skills and 2 for cross-class skills-> | <-Abbreviated key ability-> | <-armor check penalty based on starting armor. If inapplicable, put "—"->
<-copy and paste the rows as necessary.-> |
Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. Remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
Back to Main Page → 3.5e Homebrew → Classes → Base Classes
Base Attack Bonus Progression | Poor + |
Fortitude Save Progression | Poor + |
Length | 20 + |
Rating | Undiscussed + |
Reflex Save Progression | Good + |
Title | Ultimate Telekinetic + |
Will Save Progression | Good + |