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Telekinetic Proficiency (3.5e Feat)

284 bytes added, 20 August
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|fluff=<!-- Any non-mechanical flavor you want to show -->
|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'']].
 
''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.

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