Ultimate Telekinetic

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<-Ultimate Telekinetic->[edit]

<-The most powerful and versatile of all Telekinetic classes->.

Making a <Ultimate Telekinetic->[edit]

<-Strong points and weak points, and effectiveness with party members.->

Abilities: <Intelligence is the most important stat, with dex being second.->

Races: <Any race can be an UT but, mentally disciplined races are best suited for it. >

Alignment: <Any>.

Starting Gold: <10d10x3-> gp).

Starting Age: <simple>.

Table: The

Hit Die: d<6>

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +2 < Telekinetic Power,Mind over matter,Size-medium>
2nd +1 +0 +3 +3 < Manipulate force (basic)>
3rd +1 +1 +3 +3 Telekinetic Slam, Telekinetic Armor, Battle Mind
4th +2 +1 +4 +4 < Multi-tasking, Force Field>
5th +2 +1 +4 +4 <Mind boost 1/day, Manipulate force (advanced) >
6th +3 +2 +5 +5 <Telekinetic Wave, Size-Large>
7th +3 +2 +5 +5
8th +4 +2 +6 +6
9th +4 +3 +6 +6
10th +5 +3 +7 +7
11th +5 +3 +7 +7
12th +6/+1 +4 +8 +8
13th +6/+1 +4 +8 +8
14th +7/+2 +4 +9 +9
15th +7/+2 +5 +9 +9
16th +8/+3 +5 +10 +10
17th +8/+3 +5 +10 +10
18th +9/+4 +6 +11 +11
19th +9/+4 +6 +11 +11
20th +10/+5 +6 +12 +12


Class Features[edit]

All of the following are class features of the <-class name->.

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.

Table 1-2: Telekinesis Damage
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

Size: A Ultimate Telekinetic is treated like a medium sized for all their telekinetic abilities, but as they increase in level they gain the ability to be treated as a larger creature for the purpose of carrying capcity, weapon size,oppsed checks, and grappling, but without penalty to attack rolls.

1st level medium

5th large

11 huge

16 gargantuan

20 colossal

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

Telekinetic Slam: When a telekinetic uses telekinesis, she may choose to strike a enemy with a fist of force instead of the standard effects. If she succeeds at a ranged touch attack against an opponent within her telekinetic reach, her opponent 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.

'Telekinetic Armor: The telekinetic can now effortlessly push attacks away using telekinesis. She gains a deflection modifier to AC equal to her intelligence modifier. At level 6 and every 3 levels thereafter (9,12,15...) the telekinetic gains a additional +1 modifier.

Battle Mind: 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.

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.

Multi-Tasking 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.

At ninth level and every 5 levels thereafter, the amount of abilities per standard action increases.

Mind Boost A Telekinetic normally has set limits on their abilities, but they are capable of pushing themselves beyond these limits at the cost of straining their own bodies. Once a day a Ultimate Telekinetic is capable of doubling their own carrying capacity by 2x for 1d10+ Concentration rounds. Afterwords the Ultimate Telekinetic is Fatigued for 1d4 minutes.

The Telekinetic can do this an extra time at 9th level, and 13th level. At level fifteen the Telekinetic only Suffers Fatigued for 1d4 rounds.

Telekinetic wave At 6th level, the player gains the ability to, by using a telekinetic full round action, attack everyone within a 30ft cone reaching outwards of 120ft.


'' (Sp): <-class feature game rule information->

(Su): <-class feature game rule information->



Ex-<-pluralized class name->[edit]

<-Describe what happens when a character violates the alignment restrictions or any other class restrictions. If there are no behavior or alignment restrictions, delete this section.->

Epic <-class name->[edit]

<span id="Table: The Epic <-class name->">Table: The Epic <-class name-></span>

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-# of levels-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable, put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable, put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. Remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.





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