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Ultimate Telekinetic

1,967 bytes added, 02:43, 16 March 2024
{{3.5e Class Simple
|classname=<!-- Ultimate Telekinetic , Mind over matter -->
|hitdie=<6>
|length=20
|ref=Good
|will=Good
|special1=<!-- special abilities granted at 1 --Telekinetic Power>
|special2=<!-- special abilities granted at 2 -->
|special3=<!-- special abilities granted at 3 -->
'''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.  {| class="zebra d20" style="float:right;"|+ Table 1-2: Telekinesis Damage|-class feature game rule information! 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->
'''{{Anchor|<-class feature->}}:''' <-class feature game rule information->
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