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View Full Version : Microkinesis: How does it work?



Venger
2013-11-13, 11:17 AM
Besides magnets, of course.

So, microkinesis is one of the lesser known mind's eye powers from the psyrog list viewable here (http://www.wizards.com/default.asp?x=dnd/psm/20040723c)

it allows you to use telekinesis to make a DD/OL check with a +1 per 2 pp invested beyond the base of 5.

it's touch, but has a duration of 1 round/lvl.

how exactly does this power work? say there's a chest in the middle of a hall that's under irregular observation (a guard making his rounds every few minutes or some such) with a little alcove for you to duck into.

to my eye, there appear to be 2 possible ways that this power can work

1) it works like chill touch and for 1 round/lvl you can touch stuff and use tactile telekinesis on it like early 90s superboy. I'm assuming 1/round. so you can use it on a bunch of chests, but couldn't lean into the hall and then duck back into the alcove

2) you touch an object and then your telekinesis sort of... continuously makes checks on it for 1 round/lvl, so you could only use it on 1 chest, but could lean out, touch the thing, then hide again while your TK did the grunt work.

now, either under interpretation, it's clear that this power really sucks, especially for the poor psyrog, who learns a very small amount of powers known. however, the second interpretation would at least kind of do something that you couldn't just do normally. I'm sort of at a loss for when 1 would ever come up.

Douglas
2013-11-13, 11:49 AM
Worse than that, I think. You manifest the power, and for 1 round/level you don't get a penalty for not having and using Thieves' Tools (http://www.d20srd.org/srd/equipment/goodsAndServices.htm#thievesTools). That's it. No new capabilities at all, just no penalty for not having your tools.

If you augment it you get a bonus, but it takes 6 points of augmenting before it's better than simply having masterwork thieves' tools.

Psyren
2013-11-13, 12:01 PM
I covered it in my Psyrogue Handbook (see extended sig.) While the improvised tools penalty is minor and not worth a power known to overcome, the true benefit of this power is that it lets you pick locks or jam traps without needing your hands. This can be handy for certain psyrogues, such as a Tibbit in cat form or a rogue with locked manacles on etc. The visual is pretty cool too - you merely touch a lock and close your eyes while the tumblers start turning etc.

OldTrees1
2013-11-13, 03:49 PM
I believe the Silver Key (http://www.wizards.com/default.asp?x=dnd/ex/20061106a&page=2) class feature Crafty Hands is what you want.

It allows you to use Disable Device and Open Lock from a distance.

Psyren
2013-11-13, 03:53 PM
It's setting-specific and loses ML/SA though... and the racial requirement isn't thrilling for a thief either.

OldTrees1
2013-11-13, 04:13 PM
It's setting-specific and loses ML/SA though... and the racial requirement isn't thrilling for a thief either.

True but setting-specific and racial requirement are things that I would assume most DM would be willing to be flexible on in the case of Silver Key.

The loss of 2ML and +1d6 sneak attack is a fair cost for the Crafty Hands Ability. However a nice DM might allow you to have Craft Hands be an additional augmentation option on Microkinesis without taking Silver Key.

Rubik
2013-11-13, 07:40 PM
Crafty Hands (which is a Supernatural ability) says: "If you are distracted while making an Open Lock or Disable Device check at a distance, you must make a Concentration check as normal."

Supernatural abilities do not require Concentration checks at all, and do not fizzle under any circumstances. Nor do they provoke AoOs. Therefore, "as normal" means "not at all."

OldTrees1
2013-11-13, 07:43 PM
Crafty Hands (which is a Supernatural ability) says: "If you are distracted while making an Open Lock or Disable Device check at a distance, you must make a Concentration check as normal."

Supernatural abilities do not require Concentration checks at all, and do not fizzle under any circumstances. Nor do they provoke AoOs. Therefore, "as normal" means "not at all."

Being distracted (ex: by damage) during an action causes a concentration check

10 + damage dealt Damaged during the action.2

Such as during the casting of a spell with a casting time of 1 round or more, or the execution of an activity that takes more than a single full-round action (such as Disable Device). Also, damage stemming from an attack of opportunity or readied attack made in response to the spell being cast (for spells with a casting time of 1 standard action) or the action being taken (for activities requiring no more than a full-round action).

Rubik
2013-11-13, 07:47 PM
Being distracted (ex: by damage) during an action causes a concentration checkFrom the SRD:


Supernatural abilities are magical and go away in an antimagic field but are not subject to spell resistance, counterspells, or to being dispelled by dispel magic. Using a supernatural ability is a standard action unless noted otherwise. Supernatural abilities may have a use limit or be usable at will, just like spell-like abilities. However, supernatural abilities do not provoke attacks of opportunity and never require Concentration checks. Unless otherwise noted, a supernatural ability has an effective caster level equal to the creature’s Hit Dice. The saving throw (if any) against a supernatural ability is:

10 + ½ the creature’s HD + the creature’s ability modifier (usually Charisma).

TuggyNE
2013-11-13, 08:13 PM
Crafty Hands (which is a Supernatural ability) says: "If you are distracted while making an Open Lock or Disable Device check at a distance, you must make a Concentration check as normal."

Supernatural abilities do not require Concentration checks at all, and do not fizzle under any circumstances. Nor do they provoke AoOs. Therefore, "as normal" means "not at all."

Supernatural abilities do not require Concentration checks, no, but skills do.

OldTrees1
2013-11-13, 08:14 PM
@Rubik
True, Supernatural abilities normal do not ever have concentration checks. (Srd on Supernatural) However Open Lock and Disable Device checks normally can have concentration checks if there is a distraction. (Srd on Concentration) Thus it is reasonable to assume that Crafty Hands was citing an exception to the Supernatural rule by saying it is treated as Open Lock and Disable Device checks are treated rather than how other Supernatural abilities are treated.


If you are distracted while making an Open Lock or Disable Device check at a distance, you must make a Concentration check as normal. On a failed check, you must use another move action to reactivate this ability.