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Drogorn
2010-11-07, 02:23 PM
Telekineticist

{table=head]Level | BAB | Fort | Ref | Will | Special

1st | +0 | +0 | +2 | +2 | manipulate, propel

2nd | +1 | +0 | +3 | +3 | throw creature, telekinetic swarm

3rd | +1 | +1 | +3 | +3 | grasp creature

4th | +2 | +1 | +4 | +4 | blast

5th | +2 | +1 | +4 | +4 | deflection, bonus metamagic feat

6th | +3 | +2 | +5 | +5 | sustained force

7th | +3 | +2 | +5 | +5 | two handed manipulate, telekinetic swarm

8th | +4 | +2 | +6 | +6 | rend, damping field

9th | +4 | +3 | +6 | +6 | telekinetic explosion, telekinetic implosion

10th | +5 | +3 | +7 | +7 | bonus feat, levitate

11th | +5 | +3 | +7 | +7 | animate objects

12th | +6/+1 | +4 | +8 | +8 | cripple

13th | +6/+1 | +4 | +8 | +8 | shape

14th | +7/+2 | +4 | +9 | +9 | swift propel, swift manipulate

15th | +7/+2 | +5 | +9 | +9 | wrench earth, bonus feat

16th | +8/+3 | +5 | +10 | +10 | eruption. telekinetic swarm

17th | +8/+3 | +5 | +10 | +10 | force shape, versatile power

18th | +9/+4 | +6 | +11 | +11 | crushing sphere

19th | +9/+4 | +6 | +11 | +11 | permanent force, breach

20th | +10/+5 | +6 | +12 | +12 |grinding devastation, bonus feat[/table]

Hit Die: d6
The telekineticist's class skills (and the key ability for each skill) are Appraise(int), Balance(Dex), Concentration(Con), Craft(Int), Decipher Script(Int), Intimidate(Cha), Knowledge(all skills, taken individually)(Int), Profession(Wis), Search(Int), Spellcraft(Int), Use magic device(Cha)
Skill Points at 1st level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.

Proficiencies: A telekineticist is proficient in all simple weapons, but not any type of armor or shields. He is not subject to arcane spell failure chances.

Abilities: The telekineticist's various abilities are treated as spell-like abilities unless otherwise noted.

Saving throws: The telekineticist's abilities have a saving throw of 10 + 1/2 their telekineticist caster level(see below) + their intelligence modifier

Metamagic: A telekineticist may use metamagic feats he knows on his abilities. Usage of a metamagic feat requires an intelligence check when using the ability, and increases the time spent creating the ability to a full-round action. This intelligence check's dc is equal to 11 + the spell level modifier. If the intelligence check fails, the ability fails.

Caster Level: Any increase to Caster Level (from Prestige Classes, feats, and the like) stack with the Telekineticist's class level to determine the effects of his abilities, but Prestige Classes that advance spellcasting do not otherwise improve his abilities (i.e. Prestige Class levels do not count towards learning new effects, as these effects are not Spells).

Manipulate objects
Components: Somatic
Action: See text
Range: 100 ft + 10 / level
Duration: concentration
Target: see text
Saving throw: Reflex Negates(object)
Spell resistance: No

By concentrating as a standard action, a telekineticist can lift, manipulate, and move an object or objects weighing no more than a total of 200 pounds per caster level up to 30 feet in any direction. He may choose to end this effect as a free action. An attended object receives a reflex save to avoid the effect. If the reflex save is failed, the creature holding the object can opt whether to hold onto the object or let go. If the creature holds onto the object, it will be pulled along with it, unless the creature's total weight exceeds the maximum force allowed for the telekineticist, in which case the effect fails.

This ability can be used to exert force against an anchored object. Treat this use of the ability like a strength check, but with a bonus equal to the telekineticist's level + his intelligence modifier.

A creature who takes damage from a falling object must make a reflex save to avoid being pinned by the object. A creature of greater size than the object cannot be pinned by the object. A creature pinned by an object is prone and can only make verbal actions other than attempting to free itself. A creature pinned by an object is considered to have total cover. If the creature succeeds on a strength check, as a full-round action, of 10 + 1 for each 200 pounds the object weighs, it extricates itself. It then chooses a space adjacent to the object, and stands if it wishes to do so. A creature can extricate itself as a move action if it succeeds on a strength check vs dc 20 + 2 for each 200 pounds. It then has the object in its hands.

At 7th level, the telekineticist may use this ability as if he were using two hands to manipulate the object, allowing for more dexterous manipulations.

At 14th level, the telekineticist may use this ability as a swift action.

Propel objects
Components: Somatic
Action: Standard
Range: 100 ft + 10 / level
Duration: Instantaneous
Target: Objects
Saving throw: Reflex negates(object)
Spell resistance: No

A telekineticist can propel at high speed an object or objects weighing a total of 25 pounds per caster level as a ranged attack with a range increment of 50 feet, and an attack bonus equal to his telekineticist level + his intelligence modifier. The range increment is calculated based on the object's initial position, not from the telekineticist's position. Propelled objects deal 1d6 damage appropriate to their shape per 25 pounds they weigh. (thrown rocks would deal bludgeoning, daggers would do slashing, sharp spikes piercing, silver objects would bypass dr/silver, and so on) Attended objects may make a reflex saving throw to avoid this effect.

At 14th level, the telekineticist may use this ability as a swift action.

Telekinetic swarm
Components: Somatic
Action: Full round
Range: Personal
Duration: Permanent (D)
Target: Personal
Saving throw: Reflex negates(harmless)
Spell resistance: No

At 2nd level, a telekineticist gains the ability to cause a swarm of small objects to swirl around himself. Anything attacking him with a non-reach melee weapon takes 1d6/2 levels bludgeoning, piercing, and slashing damage. If objects of special substances are within 50 feet, the telekineticist can incorporate them into the swarm. For example, if silver objects were nearby, then the swarm could incorporate those objects and bypass damage reduction vs silver. The telekineticist also gains a shield bonus equal to his int modifier. At 7th level, the shield bonus improves to double the telekineticist's int modifier, and to triple at 16th level.

Throw creature
Action: Standard
Range: 100 ft + 10 / level
Duration: Instantaneous
Target: One Creature
Saving throw: Reflex partial
Spell resistance: Yes

At 2nd level, the telekineticist can violently throw a creature in any direction. a creature so thrown travels 10 feet per telekineticist level, and takes 1d6 points of damage for each 10 feet of distance not travelled, rounded down. the telekineticist cannot propel a target against a surface it is touching. after being thrown, the creature is prone, unless it succeeds on a second reflex save

Grasp creature
Action: Standard
Range: 100 ft + 10 / level
Duration: Concentration + 1 round per level
Target: One Creature
Saving throw: Reflex negates
Spell resistance: Yes

At 3rd level, the telekineticist can grasp a creature with an invisible force, preventing it from moving, though it can still speak and perform purely mental actions. While concentrating on the power, the telekineticist can move the creature in any direction, at a rate of 30 feet per round. A reflex save negates the effect.

Blast
Action: Standard
Range: 5 ft / level
Duration: Instantaneous
Area: Cone-shaped Burst
Saving throw: Reflex negates
Spell resistance: Yes

At 4th level, the telekineticist can release a 5 foot per level cone of force that propels creatures and objects away from the telekineticist. creatures and objects so thrown travel 10 feet per caster level. if the creature strikes an intervening object, both the creature and the object take damage for each 10 feet of distance not travelled. a reflex save negates the effect.
alternately, this ability can be focused on an object within ten feet. this use of the ability deals acts as a strength check with a bonus equal to the telekineticist's level

Deflection
At 5th level, the telekineticist gains a deflection bonus equal to his intelligence modifier. This deflection bonus does not apply when the telekineticist is flat-footed.

Bonus feats
At 5th, 10th, 15th, and 20th level, the telekineticist gains a bonus metamagic feat.

Sustained force
Action: Standard
Range: 100 ft + 10 ft / level
Duration: Instantaneous
Area: 5 ft / level Sphere-shaped Burst
Saving throw: Reflex partial
Spell resistance: Yes

At 6th level, the telekineticist creates a region of sustained force in a given direction. Creatures who enter the region of force are propelled in the direction of the sustained force. A strength check vs dc 10 plus the telekineticist's level can be used to resist this force. If the strength check succeeds, the creature can move 5 feet as a full round action. If the check fails, the creature is propelled in the direction of the force. If the creature then collides with a solid barrier, such as a wall or the floor, they must make a reflex save or be dazed and knocked prone.

Rend
Action: Standard
Range: 100 ft + 10 / level
Duration: concentration + 1 round per level
Target: One Creature or object
Saving throw: Reflex negates, fort half
Spell resistance: Yes

At 8th level, the telekineticist can attempt to tear a creature or object asunder. This ability deals 1d6 points of force damage per 2 levels per round for as long as the telekineticist concentrates, plus one round per caster level. If a creature is reduced to 0 or fewer hit points by this attack, it is torn in half, rendering it unsuitable for spells and abilities which require a mostly whole corpse. Reflex negates, fortitude save for half damage.

Damping field
At 8th level, the telekineticist creates a 30-foot radius sphere that dampens motion. Creatures within the field take a -6 penalty on all physical actions, including attack rolls and reflex saves, can only make a single standard action or move 5 feet as a full-round action, and cannot cast spells or spell-like abilities with somatic components. Additionally, creatures and objects within the field fall only 5 feet per round and neither take nor deal falling damage. As an immediate action, the telekineticist can manifest this field centered on himself.

Telekinetic explosion
Action: Standard
Range: 100 ft + 10 ft / level
Duration: Instantaneous
Area: 5 ft / 2 levels Sphere-shaped Burst
Saving throw: Reflex negates
Spell resistance: Yes

At 9th level, the telekineticist can release a spherical blast of force. This ability functions like Blast, but instead affects a 5 foot per 2 levels radius sphere. If the telekineticist centers this sphere on himself, it does not affect him.

Telekinetic implosion
Action: Standard
Range: 100 ft + 10 ft / level
Duration: Instantaneous
Area: 5 ft / 2 levels Sphere-shaped Burst
Saving throw: Reflex negates
Spell resistance: Yes

At 9th level, the telekineticist can create an inward facing blast of force. This ability creates a 5 foot per two levels radius sphere of sudden inward force. Affected creatures and objects are propelled to the center of the sphere, where they take 3d6 bludgeoning damage for each other creature affected by the sphere.

Levitate
Action: Standard
Range: 25 ft + 5 ft / 2 levels
Duration: Concentration + 1 round per level
Target: One Creature
Saving throw: Reflex negates(harmless)
Spell resistance: No

At 10th level, the telekineticist can grant creatures the ability to levitate. The target creature gains a fly speed of 30(perfect). If the creature already had a fly speed, their speed stays the same, but their maneuverability is upgraded to perfect.

Animate object
Action: Standard
Range: 100 ft + 10 / level
Duration: Instantaneous
Target: Object or objects
Saving throw: Will negates(object)
Spell resistance: Yes

At 11th level, the telekineticist can animate objects(as the spell) up to the weight limit of his Manipulate Object ability. He may control only 1 object per 4 levels in this manner.

Cripple
Action: Standard
Range: 100 ft + 10 / level
Duration: concentration + 1 round per level
Target: One Creature
Saving throw: Reflex negates
Spell resistance: Yes

At 12th level, the telekineticist can twist the limbs of the target creature with sustained force, dealing 1d4 points of dexterity damage and 1d4 points of strength damage per round as joints dislocate and bones snap. Duration concentration + 1 round per level. This ability does not function on creatures without a rigid structure, and simply deals 1d6 per 2 levels force damage to creatures immune to ability damage. A reflex save negates the damage for that round, but does not end the effect.

Shape
At 13th level, the telekineticist can shape 5 cubic feet of material per level with a hardness less than 20 into any shape he desires. This is unable to create fine detail, and any object containing moving parts will not function. If the shape would not normally be able to support itself, such as if the creation was extremely lopsided or composed of a nonsolid substance like sand or water, the creation holds its shape for one round per telekineticist level and then collapses

Wrench earth
At 15th level, the telekineticist can rip a chunk of stone, earth, wall, or other object free in one piece, up to his telekinetic weight limit. This ability can be used to remove multiple chunks at once, so long as the total does not exceed the telekinetic weight limit.

Eruption
At 16th level, a telekineticist can cause a surface to erupt outwards in a 10 foot per level radius sphere. All creatures and objects within this area take 1d8 bludgeoning damage per caster level as they are pummeled by material. Creatures that succeed on a reflex save take half damage. The surface gains a 5 ft / level radius hemispherical crater that creatures may fall into.

Versatile power
At 17th level, a telekineticist can use or concentrate on multiple effects at the same time. The telekineticist must make an intelligence check vs dc 15 + 1 per power already manifested this round for each additional power or the additional power fails, and he takes 1d6 intelligence burn and cannot attempt to manifest any more powers using this ability that turn. If the telekineticist is somehow immune to this damage and fails the check, he is stunned for 1d4 rounds instead.

At 20th level, the telekineticist can use this ability without risking intelligence burn. The power still fails if he fails the concentration check.

Force shape
Range: 25 feet + 5 per 2 levels
Duration: concentration + 1 round per level
At 17th level, the telekineticist learns how to shape force directly. He can create a region of impassible force equal to 5 square feet per level and shape it to his desires as a wall, cage, or more complex object. He can move this region up to 30 feet each round, pushing any creatures or objects as if it were solid.

Crushing sphere
At 18th level, the telekineticist can create a 5 ft per level radius sphere of crushing force. All objects and creatures inside the sphere are drawn violently into the center, where they take 1d6/level force damage per round while the telekineticist concentrates. All creatures and objects destroyed in this fashion are crushed into a perfect adamantine sphere which falls to the ground when the spell ends. a reflex save allows a creature to jump out of the way while the sphere is forming. The adamantine sphere has a value equal to that of all magical objects destroyed by the effect.

Permanent force
At 19th level, as a standard action, the telekineticist can make permanent any of the the following effects by paying 500 xp, and can dismiss and resume them at will as a free action. the permanent effect can be removed by a dispel magic spell or similar magic:
lift object: the object permanently resists gravity, and retains its orientation toward the ground. it can support up to 100 times its mass before collapsing
crushing sphere: the sphere remains in place, and the telekineticist does not have to concentrate on it
shape: a nonsolid substance or impossible construction holds its shape permanently
grab creature
crush
animate object
rend
sustained force
crushing sphere
The telekineticist can spend an additional 500 xp to make the effect only removable by a wish or disjunction spell. The telekineticist can still dismiss and resume the effect at will.

Breach
Action: Standard
Range: 100 ft + 10 / level
Duration: concentration + 1 round per level
Target: One Creature
Saving throw: Reflex negates
Spell resistance: Yes

At 19th level, the telekineticist can rip a hole between any plane and the astral plane. The breach is a circle with a radius of 20 feet per telekineticist level through which creatures may travel either direction.

Grinding Devastation
Action: Standard
Range: Centered on caster
Duration: Concentration
Effect: Growing hollow spherical emanation
Saving throw: Reflex negates
Spell resistance: Yes

At 20th level, the telekinteicist can create a region of grinding force to destroy large areas. The telekineticist manifests a hollow sphere centered on himself, this sphere begins with a radius of 15 feet and is 15 feet thick that blocks line of sight and line of effect. The ring's radius increases by 15 feet per round. Any creature or object other than the telekineticist within the effect takes 1d6 per telekineticist level force damage per round. Any creature within the effect must succeed on a reflex save or it will be carried along with the effect, moving 15 feet each round. The creature must repeat this save each round it remains in the effect. Success means the creature is left behind by the effect. To maintain the effect, the telekineticist must succeed on an intelligence check as a full round action vs dc 0 + 1 for each round since he manifested the effect.(the dc on the round he manifests the effect is 10) This effect destroys soil it moves through, and deals 1d6 per level force damage to other substances it moves through. If he moves or is moved from his space after manifesting the effect, the effect ends. The telekineticist levitates during the effect and 1 minute per level after the effect ends.

blackjack217
2010-11-07, 04:10 PM
Seems like a caster with a limited spell selection as spell like abilities. You might want to use an invoker set up as you will know a small number of SLAs as at will abilities

Drogorn
2010-11-07, 04:46 PM
Seems like a caster with a limited spell selection as spell like abilities. You might want to use an invoker set up as you will know a small number of SLAs as at will abilities

Somebody else suggested that too, but I'm not sure how I'd flesh it out enough to give the player meaningful options. I had to scrape pretty hard to fill up 20 levels as it is.

blackjack217
2010-11-07, 05:16 PM
Somebody else suggested that too, but I'm not sure how I'd flesh it out enough to give the player meaningful options. I had to scrape pretty hard to fill up 20 levels as it is.

options: Telekinesis of water or flame are two options. Or if you are feeling nasty, rip out someones heart with telekinesis, or just crush it with telekinetic force. The ability to make ranged open lock or disable device checks is also a possible abiity/class feature. And of course the classic, telekinetic weapons so you can control the sword with your mind!

Morph Bark
2010-11-07, 05:52 PM
Somebody else suggested that too, but I'm not sure how I'd flesh it out enough to give the player meaningful options. I had to scrape pretty hard to fill up 20 levels as it is.

If you had to work so hard to get enough material for 20 levels, do you think the end result is worth playing alongside existing classes that have material to spare?

A lot of the Psion's powers (Kineticist in particular) fit what you wish to do, plus some Transmutation spells.

Drogorn
2010-11-07, 06:24 PM
options: Telekinesis of water or flame are two options. Or if you are feeling nasty, rip out someones heart with telekinesis, or just crush it with telekinetic force. The ability to make ranged open lock or disable device checks is also a possible abiity/class feature. And of course the classic, telekinetic weapons so you can control the sword with your mind!
Come up with a few more of these and I'll be able to make it invocation based after all.


If you had to work so hard to get enough material for 20 levels, do you think the end result is worth playing alongside existing classes that have material to spare?
Well I'd play it, but, obviously, I'm biased. Master of the Unseen Hand is cool but worthless, so I sought to build a class around telekinesis that wasn't terrible. I posted it here for assistance, since the playground is ridiculously creative and good at balancing.

blackjack217
2010-11-07, 06:38 PM
Come up with a few more of these and I'll be able to make it invocation based after all.


Well... lest see what I can do :smallbiggrin:
Telekinetic field that slows blows as they approach (- to hit for ppl attacking you). pull the air out of their lungs (they start suffocating). The ability to telekinetic increase or decrease the effective depth underwater. And of course dropping a moon on them (rock falls opponent dies). A self sustaining telekinetic servant of some kind?

Nanoblack
2010-11-07, 09:48 PM
Why does the crushing sphere turn everything it successfully smashes into adamantine? Seems like a random transmutation plug right there, on top of the compact ball of scrap being as inherently valuable as its original composite parts...

Drogorn
2010-11-07, 09:51 PM
Why does the crushing sphere turn everything it successfully smashes into adamantine? Seems like a random transmutation plug right there, on top of the compact ball of scrap being as inherently valuable as its original composite parts...

It seemed to me to be a better way to deal with the issue of destroying loot than making the ability oddly not affect magic items.

Nanoblack
2010-11-07, 09:53 PM
It seemed to me to be a better way to deal with the issue of destroying loot than making the ability oddly not affect magic items.

Or... you know... you could just let it break magic items... gives em a reason to not fling around their abilities willy nilly. Once they start losing money over their reckless use of their abilities either they will curb their abuse or their companions will.