Difference between revisions of "Telekinetic Proficiency (3.5e Feat)"
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|benefit= You no longer need to concentrate on [[SRD:Telekinesis|''telekinesis'']] and using ''violent thrust'' no longer ends the spell. Instead the spell duration elapses normally, and you can concentrate as a standard action to use any of the spells's abilities. Additionally you gain access to the two following special maneuvers when casting [[SRD:Telekinesis|''telekinesis'']]. | |benefit= You no longer need to concentrate on [[SRD:Telekinesis|''telekinesis'']] and using ''violent thrust'' no longer ends the spell. Instead the spell duration elapses normally, and you can concentrate as a standard action to use any of the spells's abilities. Additionally you gain access to the two following special maneuvers when casting [[SRD:Telekinesis|''telekinesis'']]. | ||
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+ | ''Ground Smash:'' You may use violent thrust to lift a creature in the air and smash it against the ground. Doing so deals 1d6 damage per 2 caster level (maximum of 10d6) and leaves the target [[SRD:Prone|prone]]. As per ''violent thrust'' a successful save will negates the effect. | ||
''Self-Telekinesis:'' You are able to use ''sustained force'' to hold yourself in the air, gaining a fly speed of 20 ft. (perfect) until the start of your next turn. You may use sustained force continually to keep flying. Alternatively you may use ''violent thrust'' to launch yourself in a straight line 60 ft. in any direction of your choice. This movement is considered flight, and you may stay aloft until the start of your next turn. | ''Self-Telekinesis:'' You are able to use ''sustained force'' to hold yourself in the air, gaining a fly speed of 20 ft. (perfect) until the start of your next turn. You may use sustained force continually to keep flying. Alternatively you may use ''violent thrust'' to launch yourself in a straight line 60 ft. in any direction of your choice. This movement is considered flight, and you may stay aloft until the start of your next turn. |
Latest revision as of 20:23, 20 August 2024
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Telekinetic Proficiency [General]
Prerequisites: Must be able to cast telekinesis.Benefit: You no longer need to concentrate on telekinesis and using violent thrust no longer ends the spell. Instead the spell duration elapses normally, and you can concentrate as a standard action to use any of the spells's abilities. Additionally you gain access to the two following special maneuvers when casting telekinesis.
Ground Smash: You may use violent thrust to lift a creature in the air and smash it against the ground. Doing so deals 1d6 damage per 2 caster level (maximum of 10d6) and leaves the target prone. As per violent thrust a successful save will negates the effect.
Self-Telekinesis: You are able to use sustained force to hold yourself in the air, gaining a fly speed of 20 ft. (perfect) until the start of your next turn. You may use sustained force continually to keep flying. Alternatively you may use violent thrust to launch yourself in a straight line 60 ft. in any direction of your choice. This movement is considered flight, and you may stay aloft until the start of your next turn.
Violent Pull: This alternate version of violent thrust instead brings the target closer to you. Choose one creature or object within range, it must make a Will save or be pulled from their square to an unoccupied adjacent square to you. Upon arrival, the target provokes an attack of opportunity from you and that attack of opportunity gains a +4 bonus.
Back to Main Page → 3.5e Homebrew → Character Options → Feats
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Article Balance | High + |
Author | Leziad + |
Identifier | 3.5e Feat + |
Prerequisite | Must be able to cast telekinesis. + |
Rating | Undiscussed + |
Summary | You are able to automatically concentrate on telekinesis and gain a few special abilities when using it. + |
Title | Telekinetic Proficiency + |
Type | General + |