Telekinetic, Variant (3.5e Class)

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Author: SylverPhoenix (talk)
Date Created: 23/12/14
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The telekinetic uses her powers to wreck havoc on enemies by throwing objects, and beings, around the battlefield

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"Telekinetic Thrust, Telekinetic Force, Telekinetic Maneuver" is not in the list (Prepared Arcane Spellcasting, Spontaneous Arcane Spellcasting, Prepared Divine Spellcasting, Spontaneous Divine Spellcasting, Arcane Spellcasting, Divine Spellcasting, Prepared Spellcasting, Spontaneous Spellcasting, Alternate Magic, Psionics, ...) of allowed values for the "Class Ability" property.

Full

{{3.5e Class Alignments |Any


Telekinetic[edit]

The telekinetic uses her powers to cause damage and destruction

Making a Telekinetic[edit]

Abilities: Intelligence is the primary stat for telekinetics.

Races: Any

Alignment: Any

Starting Gold: 3d4 x 10 gp (75gp)

Starting Age: Complex

Table: The Telekinetic

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +2 Telekinetic Thrust, Telekinetic Maneuver, Telekinetic Force, All For One,
2nd +1 +0 +0 +3 Deflect Arrow
3rd +2 +1 +1 +3 All For One +1
4th +3 +1 +1 +4 Force Field
5th +3 +1 +1 +4 All For One +2, Telekinetic Strength
6th +4 +2 +2 +5 Fly
7th +5 +2 +2 +5 All For One +3
8th +6/+1 +2 +2 +6 Two Hands
9th +6/+1 +3 +3 +6 All For One +4
10th +7/+2 +3 +3 +7 Telekinetic Strength +1
11th +8/+3 +3 +3 +7 All For One +5
12th +9/+4 +4 +4 +8 Snatch Arrow
13th +9/+4 +4 +4 +8 All For One +6
14th +10/+5 +4 +4 +9 Deflect Arrow Mythic
15th +11/+6/+1 +5 +5 +9 All For One +7, Telekinetic Strength +3
16th +12/+7/+2 +5 +5 +10 Wall of Force Mythic
17th +12/+7/+2 +5 +5 +10 All For One +8
18th +13/+8/+3 +6 +6 +11 Heat Metal
19th +14/+9/+4 +6 +6 +11 All For One +9
20th +15/+10/+5 +6 +6 +12 All For One +10, Mind Over Matter
Class Skills (4 + Int Mod
"+IntMod" can not be assigned to a declared number type with value 4.
+ Int modifier per level, ×4 at 1st level)

Balance (Dex), Concentration (Con), Craft (Int), Disable Device (Int), Escape Artist (Dex), Knowledge (Int), Open Lock (Dex), Profession (Wis), Search (Int), Sleight of Hand (Dex), Use psionic device ().


Class Features[edit]

All of the following are class features of the Telekinetic.

Weapon and Armor Proficiency: The Telekinetic begins with simple weapon proficiency.

All telekinetic abilities are psi-like. Int modifier affects DC on saving throws opposed to Cha modifier

Telekinetic dexterity is equal to intelligence stat

Effective telekinetic strength and telekinetic carrying capacity is based upon the telekinetics intelligence. E.g. Intelligence 18 = 300 lbs

The distance an enemy can be hurled is equal to (Intelligence modifier x 5 feet)

Telekinetic range is 60ft

Telekinetic Thrust : You can affect one or more objects or creatures by concentrating your mind upon, sending them in a deadly hail at your foes—or simply by hurling your foe! You can hurl one object or creature.

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. Hurled weapons deal their standard damage (your Strength bonus does not apply; arrows or bolts deal damage as daggers of their size when used in this manner). Other objects deal damage ranging from 1 point per 25 pounds of weight (for less dangerous objects such as an empty barrel) to 1d6 points per 25 pounds of weight (for hard, dense objects such as a boulder).

Creatures are allowed Will saves (and power resistance) to negate the effect, as are those whose held possessions are targeted by this power. If you use this power to hurl a creature against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points). Enemies thrown into other enemies take full damage, the target enemy taking full damage too on failing a reflex save (zero damage on a successful reflex save)


Telekinetic Maneuver: You can affect a foe by concentrating your mind upon its current status and the status you desire, once per round. You can perform a bull rush, a disarm, a grapple (including a pin), or a trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, you use your manifester level in place of your base attack bonus (for disarm and grapple attempts), you use your Intelligence modifier in place of your Strength modifier or Dexterity modifier, and a failed attempt doesn’t allow a reactive attempt by the target (such as normally allowed on disarm or trip attempts). No save is allowed against these attempts, but power resistance applies normally.

Telekinetic Force:You move an object by concentrating your mind upon its current location and then the location you desire, creating a sustained force. You can move an object weighing no more than 250 pounds up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with power resistance. The weight can be moved across the ground or through the air. This power ends if the object is forced out of range. If you cease concentration, the object falls or stops. You can drop a weight and pick up another during the power’s duration, as long as you don’t stop concentrating on maintaining the power. An object can be telekinetically manipulated as if you were moving it with one hand. If you spend at least 5 rounds concentrating on an unattended object, you can attempt to break or burst it as if making a Strength check, except that you apply your key ability modifier to the check instead of your Strength modifier.

All For One: The telekinetic focuses on damaging rather than moving many objects at once. When attacking with telekinesis the damage inflicted is increased by 1d6. This bonus increases by another 1d6 every two levels after the first (3,5,7,9 etc) and then another at level 20


Deflect Arrow: The telekinetic gains the deflect arrows feat, able to use her telekinesis to deflect arrows. AT level 14 this feat becomes the mythic version, able to deflect half her tier number arrows

Telekinetic Strength: The telekinetic becomes more proficient with her power, gaining: 10ft extra range, 5ft extra enemy throwing distance, +2 to telekinetic strength and carrying capacity strength score, +2 telekinetic attack bonus. These bonuses are doubled at level 10, then tripled at level 15.

Force Field: The telekinetic can use the Wall Of Force spell as an at-will, psi-like ability, at her telekinetic range. The Force Field's duration is concentration based

Two Hands: The telekinetic can take two telekinetic actions by using a full round action

Snatch Arrow: The telekinetic can now snatch arrows instead of deflecting them

Fly: The telekinetic can now use the fly spell, at-will, as a psi-like ability, as a move action

heat metal: the telekinetic gains the spell heat metal as an at will, psi like ability

Mind Over Matter: The telekinetic gains: +4 telekinetic strength and carrying capacity strength score, 10ft range, 5 ft throwing distance of enemies etc, +4 telekinetic attack bonus


Back to Main Page3.5e HomebrewClassesBase Classes

Article BalanceVery High +
AuthorSylverPhoenix +
Base Attack Bonus ProgressionModerate +
Class Ability ProgressionFull +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
Minimum Level0 +
RatingUnrated +
Reflex Save ProgressionPoor +
SkillBalance +, Concentration +, Craft +, Disable Device +, Escape Artist +, Knowledge +, Open Lock +, Profession +, Search +, Sleight of Hand + and Use psionic device +
SummaryThe telekinetic uses her powers to wreck havoc on enemies by throwing objects, and beings, around the battlefield +
TitleTelekinetic, Variant +
Will Save ProgressionGood +