Telekinesticist

Through mastery of the fundamental application of forces, a Telekineticist uses the strength of her mind to do the heavy lifting.

Telekineticists have the following game statistics.

Abilities - Charisma is the most important ability for a Telekineticist, as it makes her class abilities more powerful. Dexterity and Constitution are also important, since she can't wear heavy armour.

Hit Die - D8

Class Skills
The Telekineticist's class skills (and the key ability for each skill) are Bluff (Cha), Athletics (Str), Craft (Int), Intimidate (Cha), Perception (Wis), Profession (Wis).

Skill Points 4



Lvl     BAB     F     R     W       Special                        
1       0           0     0     2           Armament (1D6), Raiment
2       1           0     0     3           Telekinetics
3       1           1     1     3           Armament (2D6)
4       2           1     1     4           Telekinetic Flight
5       2           1     1     4           Armament (3D6)
6       3           2     2     5           Precision
7       3           2     2     5           Armament (4D6)
8       4           2     2     6           Tactical Strike
9       4           3     3     6           Armament (5D6)
10      5           3     3     7           Raiment (Ally)
11      5           3     3     7           Armament (6D6)
12      6           4     4     8           Armament (7D6)
13      6           4     4     8           Armament (8D6)
14      7           4     4     9           Armament (9D6), Control
15      7           5     5     9           Armament (10D6)
16      8           5     5     10          Armament (11D6)
17      8           5     5     10          Armament (12D6)
18      9           6     6     11          Armament (13D6)
19      9           6     6     11          Armament (14D6)
20      10          6     6     12          Armament (15D6), Implosion

Class Features
All of the following are class features of the Telekineticist.

Weapon and Armour Proficieny
The Telekineticist gains proficiency with simple weapons, but no armour or shields. Additionally, arcane spell failure chance applies to all her class abilities.

Armament (Su)
The Telekineticist gains the ability to manifest a weapon-like field of force to wield against her enemies. She may make an attack against any target within 10ft per class level as a standard action which provokes attacks of opportunity; she uses her Charisma modifier plus half her class level plus her base attack bonus as her bonus on the attack roll. This attack deals 1D6 slashing, piercing, or bludgeoning damage, at her choice; the damage increases as shown in the chart. She can divide the damage dice in any way she wishes, as long as each target is allocated at least 1 die of damage. The forces being used to make the attack cannot be telegraphed, and therefore all opponents will be flatfooted against the attack. This attack is not considered to be magical, so it does not penetrate DR/Magic, even though an AMF still cancels it.

Raiment (Su)
The Telekineticist gains the ability to manifest an armour-like field of force to protect herself from harm. She may add her Charisma modifier plus one quarter her class level as an armour bonus to AC; unlike most armour bonuses, this applies to all attacks. This bonus can never exceed 2 plus her class level.

At level 10 she can apply this bonus to another target as long as it stays within telekenetic range; she loses her own armour bonus from Raiment when applying it to an ally.

Telekinetics (Su)
The Telekineticist gains the ability to manifest forces to affect her surroundings in many different ways. Her effective Strength score for Telekinetics is equal to her Charisma score plus one half of her class level; she is considered a medium bipedal for the purposes of all lifting and rolls made with this ability. Any attack rolls required use her Class level as her BAB, and apply her Charisma modifier instead of whatever modifier they would normally use. The maximum range of all Telekinetics abilities is 50ft plus 10ft per class level. 

Combat Manuvers:
The Telekineticist may make a bull rush, disarm, grapple, or trip attack against an enemy as the Telekinesis spell. You use your charisma modifier in place of your str or dex modifier, and your class level in place of your BAB. Your caster level is considered to be equal to your Telekineticist Class level. 

An enemy grappled in this way can be lifted off the ground if light enough, or pushed around; either action requires a successful grapple check. Also, a successful grapple check allows the Telekineticist to deal damage. As long as she uses a standard or attack action to make a grapple check each round, she doesn't have to do anything else to maintain focus on the grapple; if she wishes to use her standard action for something else, she must use a move action to maintain the grapple, or her opponent is instantly freed.

Also, she can lift, move, and throw unattended objects or willing creatures. 

Move creature/object: 
  • If an object weighs less than her push/drag limit, she can push it along the ground at 5ft per standard action. 
  • If it is less than her lift off ground limit, she can lift it, but only move it 5ft per standard action; or she can push it along the ground at 20ft per standard action.
  • If it is less than her heavy load, she can lift it, and move it at 30ft per standard action.
  • If it is less than her medium load, she can lift it, and move it at 60ft per standard action.
  • If it is less than her light load, she can lift it and move it at 120ft as a standard action, but not move it out of her maximum range.

Throw objects:
You can throw a number of objects equal to your Telekineticist level as a full-round action, or a single object as a standard action. The total weight of all thrown objects cannot exceed your light load. You can attempt to throw objects up to twice your telekinetics range, but all attack rolls made against creatures outside your normal range suffer a -5 penalty (since you need to lob things at a 45 degree angle for maximum range, rather than telekinetically 'shooting' them). A thrown object deals 1D6 damage per 200lbs of the Telekineticist's light load. If the objects are relatively deadly, they instead deal 1D8 damage per 200lbs of light load. Unusually large objects deal the same amount of damage, but require no attack roll; creatures in the area where the object would land may make a Reflex save for half damage, against a DC = 10 + Cha mod + half class level.

The Telekineticist may also manifest her telekinesis as a plane of resistance to movement. The plane can be shaped in any way she wishes, continuous or not, so long as the total area is no greater than 1 5ft square per class level. Anything attempting to pass through the plane must succeed on an opposed Strength check against the Telekineticist's effective Strength; the opponent's size modifiers apply to this check as if it were a grapple. 

Ranged weapons going through the plane of resistance are negated if the telekineticist could hold their combined weight and numbers - for example a 20th level telekineticist with 24 Cha (effective str 34, lift over head capacity 2,800lbs) could stop up to twenty ranged attacks per round so long as the total weight of the projectiles did not exceed 2,800lbs. Magical spell or supernatural attacks (or ammunition with the Brilliant Energy or Phasing special qualities) are not affected.

The plane of resistance only lasts as long as the Telekineticist maintains concentration on it, requiring a move action each round; creating the plane requires a standard action as normal.

Telekinetic Flight (Su)
The Telekineticist gains the ability to propel herself with telekinesis. She gains a fly speed of 5ft per class level with perfect maneuvrability. She falls from the sky if she is unconscious.

Precision (Ex)
The Telekineticist gains the ability to use Telekinetics for precise movements that were before impossible. While using her powers she can be as precise or delicate as if she were using her own hands, furthermore, the Telekineticist develops the ability to wield weapons with telekinesis just as if she were weilding them manually. Weapon related feats do not apply when telekinetically wielding a weapon.

Tactical Strike (Ex)
The Telekineticist gains the ability to combine certain types of telekinetic attacks. When making an Armament attack for bludgeoning damage, she may use an immedate action to make a free trip attempt against the target, if the attack hits. When making an Armament attack for piercing damage, she may use an immedate action to make a free bull rush attempt against the target, if the attack hits. When making an Armament attack for slashing damage, she may use an immedate action to make a free sunder attempt against the target, if the attack hits.

Control (Ex)
The Telekineticist gains the ability to perform any Telekinetics action (including concentrating to maintain an effect) as a swift action, if it would normally have taken a move action.

Implosion (Su)
The Telekineticist gains the ability to completely crush her opponents. Ten times per day, she can use a standard action (which provokes attacks of opportunity) to force a target to make a Fortitude save against death; even though it is usable 10 times per day, the Telekineticist must wait 5 minutes between uses. This is not a death effect, and can affect targets normally immune to Fortitude saves, but not incorporeal or ethereal targets. Any target immune to Fortitude saves treats this save as if its HD had good Fort save advancement; those without a Con score treat their Con as equal to their HD for detemining their saving throw bonus. The DC of the saving throw is equal to 10 + Telekineticist's Charisma modifier + half her class level. Even if the target makes its saving throw, it suffers 15D8 points of damage (reduced by DR and hardness, as normal).

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Armament (Su) - Level 1, 3, 5, 7, 9, 11-20
The Telekineticist gains the ability to manifest a weapon-like field of force to wield against her enemies. She may make an attack against any target within 10ft per class level as a standard action which provokes attacks of opportunity; she uses her Charisma modifier plus her base attack bonus as her bonus on the attack roll. This attack deals 1D6 bludgeoning damage, and at her choice may automatically initiate a bull rush attempt against the target(s) using her effective strength score; the damage increases as shown in the chart. She can divide the damage dice in any way she wishes, as long as each target is allocated at least 1 die of damage. The forces being used to make the attack cannot be telegraphed, and therefore all opponents will be flatfooted against the attack. This attack is not considered to be magical, so it does not penetrate DR/Magic, even though an AMF still cancels it.

Raiment (Su) - Level 1, 10
The Telekineticist gains the ability to manifest an armour-like field of force to protect herself from harm. She may add her Charisma modifier plus one quarter her class level as an armour bonus to AC; unlike most armour bonuses, this applies to all attacks. This bonus can never exceed 2 plus her class level. At level 10 she can apply this bonus to another target as long as it stays within telekenetic range.

Telekinetic Flight (Su) - Level 4, 8, 12
The Telekineticist gains the ability to propel herself with telekinesis. She gains a fly speed of 40 with perfect maneuvrability. Her flight speed increases by 20 every 4 levels to a maximum of 80 at level 12. She falls from the sky if she becomes unconscious.

Unseen Hand (Su) - Level 6
The Telekineticist gains unparalleled control of her powers, allowing for precise movements that were before impossible. While using her powers she can be as precise or delicate as if she were using her own hands, furthermore, the Telekineticist develops the ability to wield weapons with telekinesis just as if she were weilding them manually. Weapon related feats do not apply when telekinetacly wielding a weapon.

Improved Plane of Resistance (Su) - Level 10
Any projectile attempting to cross the plane of resistance  that fails its strength check (or automatically misses in the case of small projectiles) and can be thrown by the Telekineticist instantly gets redirected at the one who initiated the attack.

Superior Concentration (Ex) - Level 14
The Telekineticist can keep telekinetic abilities going without her direct command by making a Concentration check equal to (15 + the number of rounds she wants the effect to be autonomous). Abilities such as throwing objects or weilding weapons require constant control and as such can't be continued in this manner. [Abilities that can be continued in this manner: Grapple, Moving an object, Wall of Resistance, etc].

Mental Swipe (Ex) - Level 5, 10, 15, 20
The ability to trip and disarm her opponents has become almost second nature to her granting her a +2 on these checks. This bonus increases by 1 every 5 levels, to a maximum of +5 at level 20.

Strength of Mind (Su) - Level 8, 12, 16, 20
The Telekineticists inner strength grows at an exponential rate, increasing her effective size for all matters dealing with Telekinesis as shown on the chart. [Medium to Colossal]. 

Psionic Eruption (Su) - Level 20
Using a full round action the Telekineticist forces all the air (or alternate medium) into its targets body, through any openings available, forcing the target to make a fortitude save or die instantly as it explodes. Even if it succeeds on the fortitude save, the massive force assaulting the targets body deal it 10d8 points of damage. This ability may only be used once per day.

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Telekinetic Feats

Extra Vector
Prerequisite: Armament
Benefit: You get +1d6 Armament.
Special: May be taken multiple times, it's effects stack.
Note, I suggest this adding to implosion damage also.

Extend Vector
Prerequisite: Armament
Benefit: You gain 15' per class level instead of just 10' on Telekinetics and Armament

Sheilded Stride
Prequisites: Telekinetics
Benefit: When using the plane of force option of Telekinetics, when you make your move action to concentrate on the plane of force you may make one 5' step.  The plane of force moves with you in this 5' step.

Monsterous Vector
Prequisites: Armament (Mabey something else though I don't see this getting really that broken or overpowered in view of other feats that could be taken instead.)
Benefit:You increase your Armament damage dice by one step.  d6 becomes d8.
Special: This feat may be taken multiple times, to a max of d12
Note:  This version could also increase the implostion damage in the same manner.  When you sit down and roll a d12 for damage, you just get that feeling of awesome.  Broken, not really concidering that a wizard of 20th level could dump you on another plane for an almost insta-kill, and even then you may never be able to return.  Keep in mind, when squishing something with 100 hp, it doesn't matter if you deal 110 damage or 1100 damage: Dead is dead.

Monsterous Vector
Prequisites: Armament (Mabey something else though I don't see this getting really that broken or overpowered in view of other feats that could be taken instead.)
Benefit:You increase your Armament damage by 2 per target. Example, if you attack three people with your Armament, each one takes an extra two damage.
Special: This feat may be taken multiple times, its effects stack.
Note: Again, this could apply to implostion damage.

Vector Catch
Prerequisites: Precision
Benefit: You gain the ability to catch projectiles.  If it fails to penetrate your plane of force, or you readied an action to catch it, and in both cases the item/s do not exceed your weight you can then catch the item/s.  Once caught, they may be thrown or done with as you see fit and are able to do on your turn.

Beguiling Tactics
Prerequisites: Tactical Strike
Benefit:  You may switch up the damage types and tactical strike effects interchangeably.

Forceful
Prerequisites: Telekinetics
Benefit:  Treat your Cha score as two higher for Raiment and Telekinetics.  (Possibly Implosion also.)

Potent Vector
Prerequisite: Armament
Benefit:  You add half you Cha mod in damage to each creature damaged by Armament.
Special: Can be taken twice, the second time you may add your full Cha mod instead of half.  (The second time would need some additional prerequisite/s)

Powerful Mind
Prerequisites -  Armament
Benefit - Your Armament and Implosion abilities deal an extra die of damage. The DC of your Implosion ability increases by 1.
Special - May be taken multiple times; its effects stack.

Extend Mind
Prerequisites - Armament
Benefit - Your range for Telekinetics, Armament, and Implosion increases by 5' per class level.

Overpowering Mind
Prerequisites -  Armament, Powerful Mind, Telekineticist level 10
Benefit - You increase your Armament damage dice to D8s. You increase your Implosion damage dice to D12s.

Consistant Mind
Prerequisites - Armament, Powerful Mind, Telekineticist level 6
Benefit - You may reroll all 1's on damage dice rolls for Armament. You may reroll all 1's and 2's on damage dice rolls for Implosion.

Force Catch
Prerequisites - Precision
Benefit - You gain the ability to catch projectiles. If it fails to penetrate your plane of force, or you readied an action to catch it, and in both cases the item/s do not exceed your light load you can then catch the item/s. Once caught, they may be thrown or done with as you see fit and are able to do on your turn.

Tactical Versatility
Prerequisites - Tactical Strike
Benefit - You may switch up the damage types and tactical strike effects interchangeably.

Forceful Mind
Prerequisites - Telekinetics
Benefit - Treat your Cha score as 2 higher for all Telekineticist class features, except carrying capacity; treat your Cha score as 1 higher for the purposes of determining carrying capacity.
Special - May be taken multiple times. Its effects stack.

Potent Mind
Prerequisites - Armament, Powerful Mind
Benefit - You add your Cha mod to your total damage when using Armament. This additional damage can be divided in any way among the targets, just like the damage dice can be divided.

Touch of Magic [Telekinetic]
You add just a little more magic to your Armament attacks than
most.
Prerequisites: Tactical Strike
Benefit: Your Armament attacks count as magical for the purposes of bypassing DR.

you could also do similar feats for Adamantine, cold iron, byshek, silver, etc. I had in mind a feat that lets your armament be enhanced like a normal weapon, but I thought it was a bit too overpowered and out of character.

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