Difference between revisions of "Telekinetic (3.5e Class)"

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'''{{Anchor|Telekinetic Sword}}:''' The telekinetic can create a paper thin adamantine hard sheet of pure force as a option for telekinesis (like standard telekinesis last only for concentration).  The sword is equivalent to a ghost-touch longsword with a critical threat range of 10-20.  It deals additional damage equal to 1d6 plus 1d6 for every two class levels.
 
'''{{Anchor|Telekinetic Sword}}:''' The telekinetic can create a paper thin adamantine hard sheet of pure force as a option for telekinesis (like standard telekinesis last only for concentration).  The sword is equivalent to a ghost-touch longsword with a critical threat range of 10-20.  It deals additional damage equal to 1d6 plus 1d6 for every two class levels.
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'''{{Anchor|Destroy Structure}}:''' The telekinetic can crush the foundation of a structure and duplicate the effects of earthquake with two full round actions at will.  This only effects structures and land forms, not causing concentration checks, creating crevasses or draining pools.
  
 
'''{{Anchor|Fly}}:''' The Telekinetic gains a fly speed equal to her Telekinesis Speed.  
 
'''{{Anchor|Fly}}:''' The Telekinetic gains a fly speed equal to her Telekinesis Speed.  

Revision as of 23:15, 30 December 2010


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Date Created: December 22, 2010
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Telekinetic

Some people can bend space to there will. These people are called Telekinetics and can move things with there mind.

Making a Telekinetic

Abilities: Intelligence is important because it governs all telekinesis skills. Charisma and Wisdom governs many skills

Races: Any.

Alignment: Any.

Starting Gold: 4d4×10 gp (100 gp).

Starting Age: Complex.

Table: The Telekinetic

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Telekinetic reach Telekinesis speed
Fort Ref Will
1st +0 +0 +0 +2 Telekinesis, Telekinetic Slam 5 ft 5 ft
2nd +1 +0 +0 +3 Manipulate Force (Basic), Hover 5 ft 5 ft
3rd +2 +1 +1 +3 Telekinetic Shield, Telekinetic Combat(Proficiency) 10 ft 5 ft
4th +3 +1 +1 +4 Multi-task(2), Force-Field 10 ft 10 ft
5th +3 +1 +1 +4 Manipulate Force (Advanced),Telekinetic Combat(Full attack) 10 ft 15 ft
6th +4 +2 +2 +5 Telekinetic Shield(+1), Telekinetic Wave 15 ft 15 ft
7th +5 +2 +2 +5 Augment Duration (1), Bend Light 15 ft 20 ft
8th +6/+1 +2 +2 +6 Skillful Telekinesis, Powerful Telekinesis 20 ft 25 ft
9th +6/+1 +3 +3 +6 Telekinetic Shield (+2), Multi-task(3), Detonate 20 ft 25 ft
10th +7/+2 +3 +3 +7 Manipulate Force (Expert), Telekinetic Combat(+1), Augment Duration (2) 25 ft 25 ft
11th +8/+3 +3 +3 +7 Skillful Telekinesis(Skills) 25 ft 25 ft
12th +9/+4 +4 +4 +8 Telekinetic Shield (+3), Telekinetic Sword 30 ft 30 ft
13th +9/+4 +4 +4 +8 Augment Duration (3), #Destroy Structure 30 ft 30 ft
14th +10/+5 +4 +4 +9 Multi-task(4) 35 ft 30 ft
15th +10/+5 +5 +5 +9 Telekinetic Shield (+4), Telekinetic Combat(+2) 35 ft 30 ft
16th +11/+6/+1 +5 +5 +10 Augment Duration (4) 40 ft 35 ft
17th +12/+7/+2 +5 +5 +10 Telekinetic Shield (use when flat-footed) 40 ft 35 ft
18th +13/+8/+3 +6 +6 +11 Telekinetic Shield (+5), Fly 45 ft 35 ft
19th +14/+9/+4 +6 +6 +11 Multi-task(5), Augment Duration (Unlimited) 45 ft 40 ft
20th +15/+10/+5 +6 +6 +12 #Telekinetic Power 50 ft 40 ft

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Bluff (Cha), , Concentration (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (Int), Sense Motive (Wis), Speak Language (None), Spellcraft (Int),

Class Features

All of the following are class features of the Telekinetic>.

Weapon and Armor Proficiency: A telekinetic is proficient with all simple weapon and no armor or shields.

Saving throws: A saves on abilities caused by the telekinesis powers have a DC of the telekinetic's level plus her intelligence bonus.

Mind Over Body:A telekinetic may take concentration checks with her intelligence modifier instead of constitution.

Telekinesis (Ex): A telekinetic can move any object within her line of sight at will,provided the object is within her reach plus half her level(rounded up). 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 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.You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer). Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects). 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 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.

Telekinetic Slam(Ex): When a telekinetic uses telekinesis, she may choose to strike a enemy with a first of force instead of the standard effects. If she succeeds at a ranged touch attack against an opponent within her telekinetic reach, he takes 1d6 force damage(plus 1d6 for each level the telekinetic possesses). This is an attack action. You may take a full attack action with this ability.

Manipulate Force: The telekinetic gains basic access to the Gravity sphere
At fifth level this increases to advance access and at tenth level, expert.

Hover(Ex): The telekinetic can hover a distance equal to her telekinetic reach. The replaces the special ability granted by the Gravity sphere.

Telekinetic Shield: The telekinetic can now effortlessly push attacks away using telekinesis. She gains a deflection modifier to AC equal to her intelligence modifier. His ability, unlike other deflection modifiers, is negated when flatfooted.
At level 6 and every 3 levels thereafter (9,12,15...)the telekinetic gains a additional + 1 modifier.
At level 17 the bonus remains even when flatfooted.

Telekinetic Combat: At level 3 the telekinetic, is considered proficient with all weapons wielded with telekinesis.
At level 5, she may take a full round action, and make a full attack with telekinetic weapons, or with her telekinetic slam, as well as considered to have a base attack bonus equal to that of a fighter her level for telekinetic attacks.
At level level 10, she gets a +2 attack and damage modifier to her telekinetic attacks, at level 15 this improves to +4.

Multi-task: At fourth level the telekinetic can multi-task, taking a standard action, to perform two telekineses based ability,provided they each would normally take a standard action or less to perform, for example a telekinetic can hold up a bridge, while using telekinetic slam to push an enemy off it, with a single standard action. In order to multi-task a telekinetic must make a Concentration check with a DC equal to 15 + the number of effects - 1.
At ninth level and every 5 levels thereafter, the amount of abilities per standard action increases.

Force-Field(Ex): At fourth level the telekinetic gains the ability to create a transparent force-field using telekinesis, which acts as a Wall of Force. The size of the field is 5 sq feet per class-level. This is a telekinesis effect and can be implemented as a standard action. Its duration is concentration.

Telekinetic Wave(Ex): At 6th level, the player gains the ability to by using telekinesis twice(achievable via Multi-Task) use Telekinetic Slam on everyone withing telekinetic reach.

Augment Duration: Any telekinetic power with a duration of concentration(Telekinesis, Force-Field), now last a round after concentration ends or until dismissed. There can be no more active interaction on part of the telekinetic. Telekinetically lifted objects float in space, immobile, moving back to the original location at the telekinetic speed if moved. If the telekinesis effect fails a strength check the effect ends.

Duration continues 1 round at seventh level, and an additional one every 3 levels after word. At 19th level it can remain indefinitely.

Bend Light (Ex):The telekinetic can now create illusions by telekinetically bending light itself as a new use of her #Telekinetisis skill. This ability functions as Silent Image with a caster level equal to the telekinetic's class level.

Powerful Telekinesis: Effective strength from telekinesis now equal Intelligence bonus + Intelligence score. Damage dice from from Telekinetic Slam, now increase to d8s.

Skillful Telekinesis: Effective Dexterity from telekinesis is now equal Intelligence bonus + Intelligence score. She may now perform actions telekinetically that require two hands.
At 11th level the Telekinesis, is considered to have her intelligence bonus ranks in all dexterity based skills, provided they are being used telekinetically.

Detonate: The telekinetic can let force fill in the cracks and pores of an object and then pull outward, shattering the object into a million pieces using telekinesis. By taking an attack action the telekinetic can choose a target item within her telekinetic reach, that is hard enough to do damage if thrown (no cloth or etc), or a five foot cube of a larger object and attempt to brake it with sudden force telekinetically. If this secedes everyone within 5 feet must make a reflex save or take 1d6 to 1d6 per two class levels of piercing and slashing damage.

Telekinetic Sword: The telekinetic can create a paper thin adamantine hard sheet of pure force as a option for telekinesis (like standard telekinesis last only for concentration). The sword is equivalent to a ghost-touch longsword with a critical threat range of 10-20. It deals additional damage equal to 1d6 plus 1d6 for every two class levels.

Destroy Structure: The telekinetic can crush the foundation of a structure and duplicate the effects of earthquake with two full round actions at will. This only effects structures and land forms, not causing concentration checks, creating crevasses or draining pools.

Fly: The Telekinetic gains a fly speed equal to her Telekinesis Speed.

Telekinetic Power: All force effects caused by the telekinetic are considered Maximized. Multi-task now applies to full-round actions, allowing the telekinetic to take several full round actions in one. Telekinetic skills (including concentration time for telekinesis and force field) are now move actions if they where previously standard.


Parakee 23:00, 22 December 2010 (UTC)


Back to Main Page3.5e HomebrewClassesBase Classes

Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceVery High +
AuthorParakee +
Base Attack Bonus ProgressionModerate +
Class AbilityOther +
Class Ability ProgressionOther +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
RatingUnrated +
Reflex Save ProgressionPoor +
SkillAppraise +, Bluff +, Concentration +, Decipher Script +, Diplomacy +, Forgery +, Gather Information +, Intimidate +, Knowledge +, Sense Motive +, Speak Language + and Spellcraft +
Skill Points6 +
SummarySome people can bend space to there will. These people are called Telekinetics and can move things with there mind. +
TitleTelekinetic +
Will Save ProgressionGood +