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Psychokinetic (3.5e Alternate Class Feature)

226 bytes removed, 00:58, 7 April 2023
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'''Telekinetic Mastery {{Ex}}:''' At 9th level, the psychokineticist’s telekinetic powers gain increased potency. As long as she has 1 or more point in her phrenic pool, the following spells are augmented: [https://www.d20pfsrd.com/magic/all-spells/e/explode-head ''explode head''], [[Psychokinetic Beam (3.5e Spell)|''psychokinetic beam'']] (I-III) [https://www.d20pfsrd.com/magic/all-spells/r/rend-body-i/ ''rend body''] (I-IV) [https://www.d20pfsrd.com/magic/all-spells/t/telekinesis ''telekinesis''] (violent thrust only), [[Telekinetic Redirection (3.5e Spell)|''telekinetic redirection'']] (I-III), [https://www.d20pfsrd.com/magic/all-spells/t/telekinetic-storm ''telekinetic storm''].
Those spells deal an additional +1 damage per dice. When she casts those spells, the psychokineticist may spend 1 point of her phrenic pool to add her [[Wisdom]] or [[Charisma]] modifier to damage (the same as her telekinetic blast). Alternatively she may spend 2 points to increase the spell’s DC by +1, she may also alternatively spend 4 points to increase the DC by +2 instead. At 15th level, the psychokineticist may also instead spend 6 points to increase the spell’s DC by 3 instead.  She may apply both of those augmentation by spending an appropriate number of points.
This ability replaces telepathic bonds.

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