DracoDei
2014-08-20, 10:15 PM
Wiki-like cross-indexing: Discussion of Master of the Unseen Hand (http://community.wizards.com/content/forum-topic/3669386)
Telekineticist Base Class and ACFs (http://www.giantitp.com/forums/showpost.php?p=12861479&postcount=146) by Veklim
Two classes that involve being multiple people, which has a somewhat similar feel to the separated weapons used in this class:
The Splitsoul
The Party
Flying Weapon (http://tvtropes.org/pmwiki/pmwiki.php/Main/FlyingWeapon) and Storm of Blades (http://tvtropes.org/pmwiki/pmwiki.php/Main/StormOfBlades) on TVTropes (CAUTION: Use TVTropes responsibly!). The second one is most applicable to the capstone, but can also apply to the use of thrown weapons with this class, especially with the Hurricane alternate class feature.
Telekinetic Bladestorm
Adventures: Telekinetic Bladestorms often tend to adventure for "the love of the dance", taking delight in the flow of battle, the danger only adding spice. Some see a wild revelry, some see a meeting of tightly ordered principles in contest with the victor being the one who is most perfect in their choreography.
Characteristics: ???
Alignment: Law and Chaos are both common for telekinetic bladestorms with far fewer being neutral on that axis.
Religion: Gods with the War, Celerity, Travel, and/or Magic domains tend to attract Telekinetic Bladestorms, but they are no more likely to be devout than a fighter or rogue.
Background: Telekinetic Bladestorms are generally either born with sorcerous talent, or begin to learn much like wizards or warmages. In either case, their inclinations take a sharp turn at some point, expanding greatly on the basic applications of Mage Hand or some similar effect. Some come from a psionic background in a similar way. (Just change the Sp abilities to Ps while still retaining the ASF for heavier-than-light armor.)
Races: Telekinetic Bladestorms are more likely to be found among any race with a net racial bonus to dexterity and wisdom GREATER than zero and also among humans.
Other Classes: Telekinetic Bladestorms are welcome enough brothers in arms with other classes, but find "talking shop" with most other classes to be something of a challenge due to the bladestorm's use of arcane methods to achieve distinctly martial results being a bit hard to comprehend on the nuts and bolts level. Monks, swordsages, and clerics have the easiest time making the connection.
Role: A Telekinetic Bladestorm is a highly mobile combatant, much like a rogue. Unlike a rogue, they shine against widely scattered weak opponents, and can control the battlefield to a certain extent with their AoOs and Orbiting Blades. They eventually get some sneak attack, and although it is late in coming, their many attacks and the ease with which their weapons can assume flanking positions make it a non-trivial ability. At higher levels their Galaxy(-ies) of Blades provide additional battle-field control.
Abilities: Dexterity is key for a novice telekinetic bladestorm, with Wisdom being a close second. This relationship may inverse as further levels are gained. Constitution helps with their weak saving throw and hitpoints. A certain level of strength helps at certain times with carrying around the large number of weapons they require while maintaining their mobility.
Alignment: Any
Starting Gold: 6d4 x 5 gp (75 gp on average)
Starting Age: As per monk.
Hit-die
d8
Class Skills:
The class skills (and the key ability for each skill) are: Balance(Dex), Climb(Str), Concentration(Con), Craft(Int), Intimidate(Cha), Jump (Str), Martial Lore(Int), Profession(Wis), Psicraft(Int), Spellcraft(Int), Swim(Str), Tumble(Dex), and Use Rope(Dex)
Skill Points at 1st Level
(4 + Int modifier) ×4.
Skill Points at Each Additional Level
4 + Int modifier.
Saves
Level
BAB
Fort
Ref
Will
Special
Fly Self Speed*
1st
+1
+0
+2
+2
Telekinetic Wield, Mage Hand (At-Will), Wall Runner
--
2nd
+2
+0
+3
+3
Feather Fall Self (1/2 Wisdom Mod. Rounds/Day), Telekinetic Wield (Mode 2)
--
3rd
+3
+1
+3
+3
Levitate Self (Wisdom Mod. Rounds/Day), Wall Runner (Ceilings)
--
4th
+4
+1
+4
+4
Feather Fall Self (At-Will), Telekinetic Wield Enhancement (Magic)
--
5th
+5
+1
+4
+4
Fly Self (1/2 Wis. Score Rnds/day), Levitate Self (1/2 Wisdom Score Rnds/Day), Telekinetic Reinforcement (+Wisdom Bonus)
15'
6th
+6/+1
+2
+5
+5
Telekinetic Wield (Mode 3), Situational Awareness
20'
7th
+7/+2
+2
+5
+5
Levitate Self (Wisdom Score Rnds/Day),
Orbiting Blades (Wisdom Bonus Rnds/Day)
20'
8th
+8/+3
+2
+6
+6
Fly Self (Wis. Score Rnds/day), Surround(Flanking Bonus w/ weapons), Telekinetic Wield Enhancement (One Alignment OR Ghost Touch)
30'
9th
+9/+4
+3
+6
+6
Orbiting Blades (Wisdom Score Rnds/Day), Telekinesis (Wisdom Mod Rnds/Day)
30'
10th
+10/+5
+3
+7
+7
Levitate Self (Unlimited Duration), Telekinetic Reinforcement (+ 1/2 Wisdom Score), Telekinetic Wield (Mode 4)
30'
11th
+11/+6/+1
+3
+7
+7
Fly Self(Wisdom Modifier Min./Day [Or Score Rnds if Wisdom <14]), Galaxy of Blades (Wisdom Mod. Rounds/Day), Surround (Sneak Attack +1d6)
30'
12th
+12/+7/+2
+4
+8
+8
Orbiting Blades (Wisdom Bonus Min./Day [Or Score Rnds if Wisdom <14]), Telekinesis (1/2 Wisdom Score Rnds/Day)
40'
13th
+13/+8/+3
+4
+8
+8
Fly Self (Wisdom Score Min/Day), Telekinetic Wield Enhancement(Two Options), Surround(Flank w/ any but Sneak Attack still limited)
40'
14th
+14/+9/+4
+4
+9
+9
Fly Self (10 x Wisdom Score Min/Day), Orbiting Blades (Wisdom Score Min./Day)
50'
15th
+15/+10/+5
+5
+9
+9
Fly Self (Wisdom Score Hours/Day), Galaxy of Blades (Wisdom Score Rounds/Day), Telekinetic Reinforcement (+Wisdom Score), Surround (Sneak Attack +2d6)
50'
16th
+16/+11/+6/+1
+5
+10
+10
Orbiting Blades (10 x Wisdom Score Min./Day), Telekinesis (Wisdom Bonus Min./Day [Or Score Rnds if Wisdom <14])
60'
17th
+17/+12/+7/+2
+5
+10
+10
Fly Self (At-Will), Galaxy of Blades (Wisdom Bonus Min./Day [Or Score Rnds if Wisdom <14]), Surround(Flank Normally)
60'
18th
+18/+13/+8/+3
+6
+11
+11
Orbiting Blades (Wisdom Score Hours/Day), Telekinesis (1/2 Wisdom Score Minutes/Day)
60'
19th
+19/+14/+9/+4
+6
+11
+11
Galaxy of Blades (Wisdom Score Min./Day), Surround (Sneak Attack +3d6)
70'
20th
+20/+15/+10/+5
+6
+12
+12
Blade Super Nova (1/3 Wisdom Mod. Times per Day), Orbiting Blades (At-Will), Telekinetic Reinforcement (+1 size class), Telekinesis (Wisdom Score Min./Day)
80' (sic)
*Note that this is NOT the flight speed of the weapons. That speed, along with a lot of other information can be found on the table below.
Telekinetic Wield
Level
Range
Speed
Mode 1(Normal BAB)
Mode 2
Mode 3
Mode 4
1st
10'*
30'
+1
—
—
—
2nd
10'*
40'
+2
+0/+0
—
—
3rd
10'*
40'
+3
+1/+1
—
—
4th
15'
50'
+4
+3/+3
—
—
5th
15'
50'
+5
+4/+4
—
—
6th
15'
50'
+6/+1
+6/+6
+4/+4/+4
—
7th
15'
50'
+7/+2
+7/+7
+5/+5/+5
—
8th
20'
60'
+8/+3
+8/+8
+7/+7/+7
—
9th
20'
60'
+9/+4
+9/+9
+8/+8/+8
—
10th
20'
60'
+10/+5
+10/+10
+9/+9/+9
+7/+7/+7/+7
11th
25'
70'
+11/+6/+1
+11/+11
+10/+10/+10
+9/+9/+9/+9
12th
25'
70'
+12/+7/+2
+12/+12
+11/+11/+11
+10/+10/+10/+10
13th
30'
80'
+13/+8/+3
N/A
+13/+13/+13
+11/+11/+11/+11
14th
30'
80'
+14/+9/+4
N/A
+14/+14/+14
+12/+12/+12/+12
15th
35'
90'
+15/+10/+5
N/A
+15/+15/+15
+14/+14/+14/+14
16th
35'
90'
+16/+11/+6/+1
+16/+16/+16
+15/+15/+15/+15
+13/+13/+13/+13/+13
17th
40'
100'
+17/+12/+7/+2
+17/+17/+17
+16/+16/+16/+16
+14/+14/+14/+14/+14
18th
40'
100'
+18/+13/+8/+3
+18/+18/+18
+17/+17/+17/+17
+15/+15/+15/+15/+15
19th
45'
110'
+19/+14/+9/+4
+19/+19/+19
+18/+18/+18/+18
+17/+17/+17/+17/+17
20th
50'
120'
+20/+15/+10/+5
+20/+20/+20/+20
+19/+19/+19/+19/+19
+18/+18/+18/+18/+18/+18
*This works like the range on a reach weapon, but including adjacent squares (so like a spiked chain). In other words it gets the double-diagonals too.
Weapon and Armor Proficiency: Telekinetic bladestorms are proficient with Light Armor as well as with Light, One Handed, and Ranged Simple Weapons, and Light and One Handed Martial Weapons. This includes proficiency in throwing such weapons, provided they have a listed range increment. They are specifically NOT proficient with weapons sized for a creature larger than their normal, unaltered size, but are proficient with weapons sized for smaller creatures. (Nota Bene: Feats and alternate class features can easily expand this list of proficiencies.) They are not proficient with any sort of shield.
Because of the nature of the somatic components of their spell-like abilities a telekinetic bladestorm can use any of his spell-like abilities while wearing light armor without incurring the normal arcane spell failure chance. However, like other arcane spellcasters, a telekinetic bladestorm wearing medium or heavy armor or using a shield* incurs a chance of arcane spell failure (all their spell-like abilities from this class have somatic components). A multiclass telekinetic bladestorm still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.
*For shields this is most notably a buckler or Animated shield since most other options either disallow casting completely, or have no arcane spell failure chance.
Spell-Like Abilities: A telekinetic bladestorm's caster level is equal to their class level and their spell-like abilities are considered arcane transmutation* spells of spell level equal to half their class level (minimum 1, maximum 9). Their spell-like abilities never have verbal, material, or XP requirements, but some require a large number of sharp objects as focii and they always have somatic components. A telekinetic bladestorm does not have spells per day for most of their abilities and none of them use spell slots nor do they necessarily require any particular wisdom score to use their abilities (although some of their abilities require a positive wisdom modifier to use at certain levels). The saving throw against their abilities that allow saving throws is 10 + equivalent spell level + the telekinetic bladestorms wisdom modifier (their capstone is an exception). Using the spell-like abilities of this class does not provoke attacks of opportunity however concentration checks may be required to prevent disruption from readied actions. In most cases using such an ability is a standard action, but several of their abilities may be used as swift or even immediate actions. All such abilities require that the telekinetic bladestorm not be physically holding anything in their manipulative appendages (thus Awaken-ed animals are much more drawn to this class than thri-kreen are). Note that, oddly enough, "holding on to something" is different from "holding something" in this case, so a telekinetic bladestorm may freely use their abilities while dangling from an anchored rope, climbing a wall, using a mount for cover, or various other activities.
Finally, unlike other spell-like abilities, these are subject to arcane spell failure as described under Weapon and Armor Proficiency above.
*Note that, for instance, this means they can take Spell Focus and have it effect the saving throws of their class abilities.
Mage Hand (Sp): The telekinetic bladestorm may use this spell at-will as a spell-like ability. As usual, this has only somatic components.
Telekinetic Wield (Sp): When all their physical manipulative appendages are free to gesture(including none for creatures without manipulative appendages), and they are wearing light or no armor, a telekinetic bladestorm may telekinetically manipulate a single object (or more as Modes are gained) as if in a single hand. Creatures may not be manipulated, nor may objects attended by anyone other than the telekinetic bladestorm them self (an object grasped by another after the telekinetic wield is already in place on it doesn't count for this purpose, so it may continue to be manipulated). Their strength score for this manipulation is equal to their wisdom score, except for purposes of calculating to-hit, where they use their dexterity score. Objects carried in this way do not increase the telekinetic bladestorm's load, but may not individually be heavier than 1/4 of his wisdom-based light load. Objects held in this way are essentially flying with Perfect maneuverability. They have the normal armor class for a held object with a dodge bonus equal to the telekinetic bladestorm's wisdom bonus (if any) due to their freedom to rotate and translate in six axes without concerns for the physical space occupied by or the range of joint motion of a traditional wielder. This bonus also applies to opposed attack rolls when such objects are resisting sunders, disarms, etc.
This ability has a range limit listed on the "Telekinetic Weild" table above. When this is 10' it works like the reach on a Reach weapon, but including the adjacent squares. Thus, like a spiked chain or long-spear, it can hold a telekinetically wielded item two diagonal squares away, rather than only one.
Whenever they make a move action they may simultaneously move each of their telekinetically wielded objects up to the speed listed on that same table as flight with perfect maneuverability. Thus, when double moving (or in the rare instances where they charge), they may move each object up to twice that same distance. This same double movement also applies when the Telekinetic Bladestorm uses the run action.
Such weapons may provoke attacks of opportunity, but these are resolved as sunder or bull-rush attempts (see below) depending on the attacker's preference.
Disarm attempts are instead resolved as bull rush attempts against a creature of the telekinetic bladestorm's normal size for two-handed weapons, one size smaller for one-handed weapons, or two sizes smaller for light weapons. The attacker need not follow the weapon to move it a large distance, and may move it in any direction that does not bring it closer to them, rather than only directly away from them.
Any object that is further from the telekinetic bladestorm than the range limit at any time, or they lack line of effect to at any point falls to the ground. This includes during movement, such as in the case of a pillar that they attempt to move both themselves and a weapon past on opposite sides. A partial exception to this is thrown weapons, which complete their ballistic paths as if thrown normally (See Below). For Large or larger weapons the entire space (but not necessarily reach) of the weapon must be within range or it falls.
Despite being empty-handed, a telekinetic bladestorm counts as armed against any enemy threatened by a telekineitically wielded weapon whose threatened area the telekinetic bladestorm is in or inside of (the underlined portion is important when reach weapons get involved).
Whenever a telekinetic bladestorm could draw a weapon, they may instead telekinetically draw as many weapons as they wish, up to the maximum number allowed by their modes (perhaps increasing their mode in the process). Whenever sheathing weapons they may sheath as many weapons as they like which occupy their square as a single move action. In addition, some of the casting actions for their spells include drawing out a very large number of sharp objects. In such a case, when dismissing such a spell, they may spend an additional move action to stow/sheath all focii of that particular casting.
Once per round as a standard action they may EITHER:
1.) Attack up to once with each with any telekinetically wielded weapons they are proficient with due to this class, or feats that have class features of this class as prerequisites. This is as per Modes 2, 3, or 4, depending on how many weapons objects they are telekinetically holding, with each attack in the routine having to come from a different weapon. Additional attacks due to Haste, Speed weapons and armor etc are allowable, and in fact stack better than normal in such circumstances, with the only restrictions being that extra attacks from Speed or similar weapons must be made with the specific weapons granting the extra attack, and that in no case may any given weapon make more than two attacks per round. Any weapon that moves 5' or less in a round counts as using the full-attack action for such purposes, although it does NOT gain the normal iteratives, only the two attacks (one basic, the other for the enhancement or whatever).
OR
2.) Make a full-attack action (Mode 1) with a single telekinetically wielded weapon. Extra attacks work the same as if the character were holding the weapon themselves in this case.
In either case, any weapon that makes more than one attack in a round may only move up to 5' that round, although that movement may be either before or after the attack is made. The telekinetic bladestorm may not otherwise move that weapon in the same round as it makes such attacks.
Also in either case, throwing attacks are allowed, such as with a spear, throwing axe, or splash weapon as are disarms, sunders, and (for weapons which can usually do so) trips in any combination between weapons. In the case of ranged attacks count the range from the weapons position just before the attack was made, rather than from the telekinetic bladestorms's position. A telekinetic bladestorm does not take attacks of opportunity for making such ranged attacks, even when he and the weapon are both within the reach of an enemy, or even if he and the weapon in question start off occupying the same square.
Telekinetically wielded objects with at least the weight and silhouette-surface-area of a (mithril/darkwood) tower shield sized for a creature of the telekinetic bladestorms usual size may be used to make bull-rush and over-run attempts in place of attacking with them as for a creature of that size. The same goes for anything smaller than that, but at least the weight and silhouette-surface-area of a (mithril/darkwood) heavy shield, but in this case they take a -6 penalty on the opposed ability check.
Telekinetically wielded weapons threaten the normal areas relative to their positions. Thus a longsword sized for a medium creature threatens the square it occupies, plus all surrounding squares, while a medium-sized longspear threatens only squares two away from its actual position and a vial of acid does not threaten any area. The normal limits on number of attacks of opportunity a given character may make in a round still apply. Many telekinetic bladestorms train specifically to improve this number (AKA they take the Combat Reflexes feat). Initially the weapon always strikes from their direction and only gets a flanking bonus or helps a combatant get one if a straight line from their center to the weapon's center also passes through the opponent to be flanked AFTER passing through the weapon(if they occupy all spaces that the weapon does then that counts). The normal requirements for flanking must also be met of course. This means that they initially can't flank just by using two telekinetically wielded weapon (See the Surround class feature for how this changes at higher levels).
As the telekinetic bladestorm advances in levels they unlock (and in one case RE-lock, but in a way that is to their benefit) additional "modes" giving them additional "hands" to manipulate objects, albeit with a to-hit penalty.
When determining if they may take a feat, a telekinetic bladestorm may substitute their wisdom for their strength. However, only feats they meet the requirement for with strength at a specific moment may be used with their own body/physically wielded weapons, and only feats that they meet with wisdom substituted for strength at a specific moment may use it with telekinetically wielded objects. Thus a Bladestorm with a strength of 10 and a wisdom of 15 could take the Power Attack feat, but could only use it with a weapon held in their hands if they were the subject of a Bull's Strength spell or other situation where their strength rose to the minimum 13 strength required to qualify for that feat. Similarly if they took 3 or more points of wisdom damage they could no longer power attack with their telekinetically wielded weapons.
Wall Runner (Su): As long as they are wearing light or no armor, they can take part or all of their move actions or double-move actions to traverse walls or other relatively smooth vertical surface (or less-than-vertical slope) if they begin and end their move on a horizontal surface. The height they can achieve on the wall is limited only by this movement restriction. If they do not end such movement on a horizontal surface, they fall prone, taking falling damage as appropriate for their distance above the ground. Treat the wall as a normal floor for the purpose of measuring their movement. Passing from floor to wall or wall to floor costs no movement; they can change surfaces freely. Opponents on the ground can make attacks of opportunity as they move up the wall.
They can take other move actions in conjunction with moving along a wall. For instance, the Spring Attack feat allows them to make an attack from the wall against a foe standing on the ground who is within the area they threaten; however, if they are somehow prevented from completing their move, they fall. Likewise, they could tumble (even twice in a row) along the wall to avoid attacks of opportunity.
Note that their weight still applies to the surface, just not in a downward direction. Especially fragile walls may break under their feet causing them to fall sideways until they strike a surface that can hold them, their turn ends, or they take a free action to alter their direction of fall back to the normal 'downward'. Featherfall can be applied to this regardless of direction, and retains its normal duration. As a special case movement from falling in a direction other than down counts against their movement for the round. Thus while they could deliberately step onto a wall in order to up to gain 150' of movement in a round, they could not also take any actions after moving more than their normal single-move speed.
At third level they may move in this way along any surface of sufficient strength provided they move along a continuous solid path. Among other things this means they can move across most types of ceilings.
Feather Fall Self (Sp): As per the spell, but functioning a limited number of times per day, and only effecting themself and any of their telekinetically wielded objects they choose to have 'fall' with them. This does NOT entail losing their telekinetic "grip" on them, it is mostly useful for keeping them in range of themself.
Initially, at 2nd level, they may use this ability a number of times per day equal to half their wisdom modifier (minimum 1). ((Give this 1/day if they have a Wisdom of at least 12 (14?) at first level, if giving Fly Self earlier than 5th level?))
At 4th level this ability becomes at-will.
Levitate Self (Sp): ((Remember to adjust this if pushing Fly Self earlier due tol Swift Fly existing.))
As per Levitate with the following restrictions and alterations.
They may only target themselves.
It is dismissible.
The total duration is limited per day, starting at Wisdom modifier Rounds.
The duration increases to one half your Wisdom Score rounds per day at 5th level, Wisdom Score rounds per day at 7th level. At 10th level they may use this ability at-will, without any limit on the duration.
Telekinetic Wield Enhancement (Su): At 3rd level the magic of his telekinesis flows into his weapons augmenting their effectiveness. His attacks with telekinetically wielded weapons are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction and/or regeneration and for striking incorporeal creatures.
At 8th level the telekinetic bladestorm may select one alignment component that he has (Chaotic, Evil, Good, or Lawful) to add to all his attacks with telekinetically wielded weapons for the purpose of dealing damage to creatures with damage reduction, regeneration etc. Alternatively he may elect to treat his telekinetically wielded weapons ghost touch for purposes of determining if the attack hits/is possible in the first place. This choice is permanent once made.
At 13th level the telekinetic bladestorm selects one additional such option (alignment they have or ghost touch) OR they may elect to increase all damage dealt with telekinetically wielded weapons and telekinetic bladestorm spell-like abilities by 3 points.
Fly Self (Sp): A telekinetic bladestorm of at least 5th level may use a version of Fly with they following modifications:
They may only target themselves.
It is dismissible.
The total duration is limited per day, starting at 1/2 Wisdom Score Rounds. ((Give 1/2 Wisdom MODIFIER at 3rd or 4th level given that Swift Fly exists and this is 1/4 the speed?))
They do not decend slowly by default when the spell ends (by whatever means). Of course, they may have the option to use their Feather Fall ability.
Their base speed is varied, starting out at 15'.
Maneuverability is Perfect.
Improvements to this ability are as follows:
At 6th level the speed increases to 20'.
At 8th level the speed increases to 30' and the duration per day increases to their wisdom score in rounds.
At 11th level the duration per day increases to their wisdom modifier in minutes (or their wisdom score in rounds whenever their wisdom is 14 or less).
At 12th level the speed increases to 40'.
At 13th level the duration increases to their wisdom score in minutes per day.
At 14th level the duration per day improves to their wisdom score times ten in minutes and the speed increases to 50'.
At 15th level the duration per day improves to their wisdom score in hours.
At 16th level the speed increases to 60'
At 17th level the duration per day becomes unlimited and they may hover in place with a drift of only 10' per hour while sleeping (roll randomly for direction each hour).
Author's Note: Don't laugh, wisdom penalties exist.
At 19th level the speed increases to 70'.
At 20th level the speed increases to 80'.
Orbiting Blades (Sp): This ability is acquired at class level 7. Using this ability is a standard action. As part of using this ability they telekinetically draw out at least 20 pointed and/or edged objects, each with at least as much volume as the blade of a dagger for a character of their current size. They must have these objects in their possession and have them easily accessible, much like focii for a spell. They designate either a ring or sphere that extends 5 feet from themselves. A ring need not be horizontal.
Each round on their turn, starting when they cast this spell, the blades deal 1d6 damage per two telekinetic bladestorm caster levels they have to a maximum of 6d6 at level 12. Any special material or other damage type (most notably slashing vs piercing) must be shared by either at least 30 of the objects or all of them (in the case of less than 30 objects used) to have their normal effect. Thus 20 alchemical silver blades are better than 20 alchemical silver blades and 20 cold iron blades (since the former can by-pass damage reduction as a silver weapon, and both mixes reduce the damage by 1), but 30 each of cold-iron, alchemical silver, and adamintine is very good. In addition this damage gains the benefits of their Telekinetic Wield Enhancement class feature.
If at any point the blades would try to occupy a square (or cube!) that is completely filled by an object they fail to destroy (such as if they stand too close to a stone wall with a horizontal ring, or land when surrounded by a sphere), then the ability immediately ends and the objects fall to the ground. They may change the form between a ring and a sphere or alter the orientation of a ring once per turn as a move action, or as part of a move action (occurring anywhere along the path of movement they like). This may NOT be combined with drawing weapons in the same action or other such things, only with movement (including via levitate self or flight).
They may dismiss this ability as a swift action during their turn. If they spend an additional move action immediately afterwards the objects used in it are re-stowed instead of falling to the ground.
They may only have one Orbiting Blades active at one time.
Initially (at 7th level) they may only use this ability for a total number of rounds per day equal to their wisdom modifier.
At 9th level the total duration per day increases to a number of rounds equal to their wisdom score.
At 12th level the per-day duration is limited to either the former, or wisdom modifier minutes per day. The first option can be useful if wisdom damage/drain/penalties are involved.
At 14th level the total duration per day increases to a number of minutes equal to their wisdom score.
At 16th level the duration increases by a factor of 10 (10 x Wisdom Score Minutes per day).
At 18th level the duration is instead wisdom score hours per day.
At 20th level their is no limit on the duration.
Situational Awareness (Ex):
All that time paying attention to widely separated areas of the battlefield when they find themself in need of spreading their blades out has paid off.
At 6th level and higher, a telekinetic bladestorm can no longer be flanked. This defense denies a rogue the ability to sneak attack the telekinetic bladestorm by flanking him, unless the attacker has at least four more rogue levels than the target has telekinetic bladestorm levels. If a character already has uncanny dodge from a second class the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character. Note that unless the preceding is true, this ability grants NONE of the benefits of Uncanny Dodge, only the flanking prevention and anti-sneak-attack.
Surround (Ex): Starting at 8th level the Telekinetic Bladestorm starts to learn how to coordinate their weapons better when bringing two or more of them to bear against a single target. Their telekinetically wielded weapons now can grant eachother flanking as if they were each a separate combatant. This does not allow them to gain or grant flanking to other combatants, including the Telekinetic Bladestorm's own attacks (such as with natural weapons, gauntlets, etc).
At 11th level any of their telekinetically wielded weapons flanking a given target with eachother each gain +1d6 Sneak Attack damage* as per a rogue of the Telekinetic Bladestorm's class level (thus, despite the low damage, this is sometimes able to overcome Improved Uncanny Dodge). This increases every 4th level afterward (So at 15th and 19th levels pre-epic).
*Regarding the Craven feat: If they make an attack that gains any sneak-attack-related benefit from telekinetic bladestorm then telekinetic bladestorm levels count only half for the purposes of the Craven Feat. Before resolving any given attack they can choose to treat that attack as if Telekinetic Bladestorm did not give any sneak attack. This removes both the associated damage and (unless they have sneak attack from another source) the ability to use ambush feats, special abilities that can only be used on sneak attacks, etc. However, it does not prevent their telekinetically wielded weapons from dealing sneak-attack damage from other sources provided they meet the requirements (initially this means that they have to have a flanking pair of telekinetically wielded weapons). Thus an 12th level telekinetic bladestorm would only deal +1d6+6 damage on sneak attacks from flanking telekineticly wielded weapons, while a 11th/1st level telekinetic bladestorm/rogue could either deal +2d6+6 damage or 1d6+11 damage with such attacks. Obviously the second choice is usually going to be better.
At 13th level their telekinetically wielded weapons may freely flank with the telekinetic bladestorm themself (perhaps using spiked gauntlets or armor, a natural weapon, etc) and his/her allies, however, the weapons do not gain Sneak Attack under such circumstances.
At 17th level their telekinetically wielded weapons now gain sneak attack when flanking, regardless of who or what is the allied flanker.
Telekinetic Reinforcement (Su):
Carrying such a large number of weapons can impede mobility... something the Telekinetic Bladestorm can not afford. In addition, most convenient sources of extradimensional storage aren't the best for carrying scores or hundreds of bare blades in. In response, they learn to reenforce their bodies with telekinetic energy.
Add their wisdom bonus to their strength score for purposes of determining their carrying, lifting, and dragging capacities.
At 10th level instead add half their wisdom score to their strength score for such purposes.
At 15th level they instead add their full wisdom score.
At 20th level they also count as one size larger for such purposes.
Telekinesis (Sp): At 9th level they may use Telekinesis for a total number of rounds per day equal to their wisdom modifier. Using the Sudden Thrust application requires 3 rounds worth of this daily limit. Thus they may not use said application if they have less than 3 rounds remaining.
In all regards where this ability would normally use intelligence or charisma it instead uses wisdom.
The number of rounds per day they may use this ability increases as follows:
[tr="class:outer_border"]
Level
Duration Per Day
9-11
Wisdom Modifier Rounds
12-15
1/2 Wisdom SCORE Rounds
16-17
Wisdom Bonus Minutes [Or Wisdom SCORE Rounds if Wisdom <14]
18-19
1/2 Wisdom SCORE Minutes
20-??
Wisdom SCORE Minutes
Galaxy of Blades (Sp): This ability is acquired at class level 11. Using this ability is a standard action. As part of using this ability they telekinetically draw out at least 50 pointed and/or edged objects, each with at least as much volume as the blade of a dagger for a character of their current size. They must have these objects in their possession and have them easily accessible, much like focii for a spell. They form them into an vertical curtain of whirling blades. This can be a Wall of whirling blades up to 20 ft. long/ caster level, or a ringed wall of whirling blades with a radius of up to 5 ft. per two levels; either form is up to 20 ft. high, or up to 40 ft high if they halve the length/radius, or up to 80 ft high if they instead divide it by 4.
The range of this ability is four times Telekinetic Wield range.
Any creature passing through the wall or that the wall passes through takes 1d6 points of damage per caster level (NO Maximum), with a Reflex save for half damage. Any special material must be shared by either at least 75 of their objects or all of them (in the case of less than 75 objects used) to have their normal effect. Thus 50 alchemical silver blades are better than 50 alchemical silver blades and 50 cold iron blades (since the former can by-pass damage reduction as a silver weapon, and both mixes reduce the damage by 1), but 75 each of cold-iron, alchemical silver, and adamintine is very good. In addition this damage gains the benefits of their Telekinetic Wield Enhancement class feature. As the blades are physical objects, no spell resistance is allowed. Also note that their kinetically wielded weapons may pass through the barrier without risk since they are not creatures.
As a full-round action they may move the barrier up to one quarter of the speed of their telekinetic wield. Turning of a flat wall is accomplished by rotating about any vertical axis that passes through the wall, counting the larger distance either of the ends move against the movement for the round.
They may have any number of galaxies of blades active at one time, but each uses up duration separately (so, for example, they burn through 2 rounds of daily limit each round they have two active), and any that intersect each-other immediately end, with the constituent objects falling to the ground.
If they evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful Reflex save.
A Galaxy of Blades provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it. (Note the movement of a telekinetically "gripped" weapon from square to square does not count as an attack, even during a charge, however the path of a thrown weapon after it leaves the "grip" does).
Initially (at 11th level) they may only use this ability for a total number of rounds per day equal to their wisdom modifier.
At 15th level the total duration per day increases to a number of rounds equal to their wisdom score.
At 17th level the per-day duration is limited to either the former, or wisdom modifier minutes per day. The first option can be useful if wisdom damage/drain/penalties are involved.
At 19th level the total duration per day increases to a number of minutes equal to their wisdom score.
Blade Super Nova (Sp): This has the same damage types (based on focii used and Telekinetic Wield Enhancement), as Galaxy of Blades, but requires twice the number(s) of focii in all cases, and functions as an instantaneous burst centered on themselves, with a radius that they select from as small as 60' to as large as their Telekinetic Wield Speed. The damage is 1d6 per caster level, and a reflex save is allowed for half damage against a DC of 20+Wisdom Modifier. Despite this higher DC it "only" counts as a 9th level spell.
If you use a full-round plus swift action to activate this ability, rather than a standard action, the damage increases to 1d10 per caster level.
You and your telekinetically wielded weapons, and flying focii (from active Orbiting Blades and/or Galaxy of Blades), are uneffected, although your allies may not be so fortunate. Since the blades are physical objects spell resistance does not apply.
After this effect is resolved its focii drift to the ground, starting from outer edges of the area of effect, as if feather falling. You can not spend an extra action to recover them like you could with Orbiting Blades or Galaxy of Blades.
You may use this ability a number of times per day equal to one third your wisdom modifier, minimum 1. (Don't laugh, large wisdom penalties can happen and you aren't SAD, you also need dexterity for your to-hit.)
Telekineticist Base Class and ACFs (http://www.giantitp.com/forums/showpost.php?p=12861479&postcount=146) by Veklim
Two classes that involve being multiple people, which has a somewhat similar feel to the separated weapons used in this class:
The Splitsoul
The Party
Flying Weapon (http://tvtropes.org/pmwiki/pmwiki.php/Main/FlyingWeapon) and Storm of Blades (http://tvtropes.org/pmwiki/pmwiki.php/Main/StormOfBlades) on TVTropes (CAUTION: Use TVTropes responsibly!). The second one is most applicable to the capstone, but can also apply to the use of thrown weapons with this class, especially with the Hurricane alternate class feature.
Telekinetic Bladestorm
Adventures: Telekinetic Bladestorms often tend to adventure for "the love of the dance", taking delight in the flow of battle, the danger only adding spice. Some see a wild revelry, some see a meeting of tightly ordered principles in contest with the victor being the one who is most perfect in their choreography.
Characteristics: ???
Alignment: Law and Chaos are both common for telekinetic bladestorms with far fewer being neutral on that axis.
Religion: Gods with the War, Celerity, Travel, and/or Magic domains tend to attract Telekinetic Bladestorms, but they are no more likely to be devout than a fighter or rogue.
Background: Telekinetic Bladestorms are generally either born with sorcerous talent, or begin to learn much like wizards or warmages. In either case, their inclinations take a sharp turn at some point, expanding greatly on the basic applications of Mage Hand or some similar effect. Some come from a psionic background in a similar way. (Just change the Sp abilities to Ps while still retaining the ASF for heavier-than-light armor.)
Races: Telekinetic Bladestorms are more likely to be found among any race with a net racial bonus to dexterity and wisdom GREATER than zero and also among humans.
Other Classes: Telekinetic Bladestorms are welcome enough brothers in arms with other classes, but find "talking shop" with most other classes to be something of a challenge due to the bladestorm's use of arcane methods to achieve distinctly martial results being a bit hard to comprehend on the nuts and bolts level. Monks, swordsages, and clerics have the easiest time making the connection.
Role: A Telekinetic Bladestorm is a highly mobile combatant, much like a rogue. Unlike a rogue, they shine against widely scattered weak opponents, and can control the battlefield to a certain extent with their AoOs and Orbiting Blades. They eventually get some sneak attack, and although it is late in coming, their many attacks and the ease with which their weapons can assume flanking positions make it a non-trivial ability. At higher levels their Galaxy(-ies) of Blades provide additional battle-field control.
Abilities: Dexterity is key for a novice telekinetic bladestorm, with Wisdom being a close second. This relationship may inverse as further levels are gained. Constitution helps with their weak saving throw and hitpoints. A certain level of strength helps at certain times with carrying around the large number of weapons they require while maintaining their mobility.
Alignment: Any
Starting Gold: 6d4 x 5 gp (75 gp on average)
Starting Age: As per monk.
Hit-die
d8
Class Skills:
The class skills (and the key ability for each skill) are: Balance(Dex), Climb(Str), Concentration(Con), Craft(Int), Intimidate(Cha), Jump (Str), Martial Lore(Int), Profession(Wis), Psicraft(Int), Spellcraft(Int), Swim(Str), Tumble(Dex), and Use Rope(Dex)
Skill Points at 1st Level
(4 + Int modifier) ×4.
Skill Points at Each Additional Level
4 + Int modifier.
Saves
Level
BAB
Fort
Ref
Will
Special
Fly Self Speed*
1st
+1
+0
+2
+2
Telekinetic Wield, Mage Hand (At-Will), Wall Runner
--
2nd
+2
+0
+3
+3
Feather Fall Self (1/2 Wisdom Mod. Rounds/Day), Telekinetic Wield (Mode 2)
--
3rd
+3
+1
+3
+3
Levitate Self (Wisdom Mod. Rounds/Day), Wall Runner (Ceilings)
--
4th
+4
+1
+4
+4
Feather Fall Self (At-Will), Telekinetic Wield Enhancement (Magic)
--
5th
+5
+1
+4
+4
Fly Self (1/2 Wis. Score Rnds/day), Levitate Self (1/2 Wisdom Score Rnds/Day), Telekinetic Reinforcement (+Wisdom Bonus)
15'
6th
+6/+1
+2
+5
+5
Telekinetic Wield (Mode 3), Situational Awareness
20'
7th
+7/+2
+2
+5
+5
Levitate Self (Wisdom Score Rnds/Day),
Orbiting Blades (Wisdom Bonus Rnds/Day)
20'
8th
+8/+3
+2
+6
+6
Fly Self (Wis. Score Rnds/day), Surround(Flanking Bonus w/ weapons), Telekinetic Wield Enhancement (One Alignment OR Ghost Touch)
30'
9th
+9/+4
+3
+6
+6
Orbiting Blades (Wisdom Score Rnds/Day), Telekinesis (Wisdom Mod Rnds/Day)
30'
10th
+10/+5
+3
+7
+7
Levitate Self (Unlimited Duration), Telekinetic Reinforcement (+ 1/2 Wisdom Score), Telekinetic Wield (Mode 4)
30'
11th
+11/+6/+1
+3
+7
+7
Fly Self(Wisdom Modifier Min./Day [Or Score Rnds if Wisdom <14]), Galaxy of Blades (Wisdom Mod. Rounds/Day), Surround (Sneak Attack +1d6)
30'
12th
+12/+7/+2
+4
+8
+8
Orbiting Blades (Wisdom Bonus Min./Day [Or Score Rnds if Wisdom <14]), Telekinesis (1/2 Wisdom Score Rnds/Day)
40'
13th
+13/+8/+3
+4
+8
+8
Fly Self (Wisdom Score Min/Day), Telekinetic Wield Enhancement(Two Options), Surround(Flank w/ any but Sneak Attack still limited)
40'
14th
+14/+9/+4
+4
+9
+9
Fly Self (10 x Wisdom Score Min/Day), Orbiting Blades (Wisdom Score Min./Day)
50'
15th
+15/+10/+5
+5
+9
+9
Fly Self (Wisdom Score Hours/Day), Galaxy of Blades (Wisdom Score Rounds/Day), Telekinetic Reinforcement (+Wisdom Score), Surround (Sneak Attack +2d6)
50'
16th
+16/+11/+6/+1
+5
+10
+10
Orbiting Blades (10 x Wisdom Score Min./Day), Telekinesis (Wisdom Bonus Min./Day [Or Score Rnds if Wisdom <14])
60'
17th
+17/+12/+7/+2
+5
+10
+10
Fly Self (At-Will), Galaxy of Blades (Wisdom Bonus Min./Day [Or Score Rnds if Wisdom <14]), Surround(Flank Normally)
60'
18th
+18/+13/+8/+3
+6
+11
+11
Orbiting Blades (Wisdom Score Hours/Day), Telekinesis (1/2 Wisdom Score Minutes/Day)
60'
19th
+19/+14/+9/+4
+6
+11
+11
Galaxy of Blades (Wisdom Score Min./Day), Surround (Sneak Attack +3d6)
70'
20th
+20/+15/+10/+5
+6
+12
+12
Blade Super Nova (1/3 Wisdom Mod. Times per Day), Orbiting Blades (At-Will), Telekinetic Reinforcement (+1 size class), Telekinesis (Wisdom Score Min./Day)
80' (sic)
*Note that this is NOT the flight speed of the weapons. That speed, along with a lot of other information can be found on the table below.
Telekinetic Wield
Level
Range
Speed
Mode 1(Normal BAB)
Mode 2
Mode 3
Mode 4
1st
10'*
30'
+1
—
—
—
2nd
10'*
40'
+2
+0/+0
—
—
3rd
10'*
40'
+3
+1/+1
—
—
4th
15'
50'
+4
+3/+3
—
—
5th
15'
50'
+5
+4/+4
—
—
6th
15'
50'
+6/+1
+6/+6
+4/+4/+4
—
7th
15'
50'
+7/+2
+7/+7
+5/+5/+5
—
8th
20'
60'
+8/+3
+8/+8
+7/+7/+7
—
9th
20'
60'
+9/+4
+9/+9
+8/+8/+8
—
10th
20'
60'
+10/+5
+10/+10
+9/+9/+9
+7/+7/+7/+7
11th
25'
70'
+11/+6/+1
+11/+11
+10/+10/+10
+9/+9/+9/+9
12th
25'
70'
+12/+7/+2
+12/+12
+11/+11/+11
+10/+10/+10/+10
13th
30'
80'
+13/+8/+3
N/A
+13/+13/+13
+11/+11/+11/+11
14th
30'
80'
+14/+9/+4
N/A
+14/+14/+14
+12/+12/+12/+12
15th
35'
90'
+15/+10/+5
N/A
+15/+15/+15
+14/+14/+14/+14
16th
35'
90'
+16/+11/+6/+1
+16/+16/+16
+15/+15/+15/+15
+13/+13/+13/+13/+13
17th
40'
100'
+17/+12/+7/+2
+17/+17/+17
+16/+16/+16/+16
+14/+14/+14/+14/+14
18th
40'
100'
+18/+13/+8/+3
+18/+18/+18
+17/+17/+17/+17
+15/+15/+15/+15/+15
19th
45'
110'
+19/+14/+9/+4
+19/+19/+19
+18/+18/+18/+18
+17/+17/+17/+17/+17
20th
50'
120'
+20/+15/+10/+5
+20/+20/+20/+20
+19/+19/+19/+19/+19
+18/+18/+18/+18/+18/+18
*This works like the range on a reach weapon, but including adjacent squares (so like a spiked chain). In other words it gets the double-diagonals too.
Weapon and Armor Proficiency: Telekinetic bladestorms are proficient with Light Armor as well as with Light, One Handed, and Ranged Simple Weapons, and Light and One Handed Martial Weapons. This includes proficiency in throwing such weapons, provided they have a listed range increment. They are specifically NOT proficient with weapons sized for a creature larger than their normal, unaltered size, but are proficient with weapons sized for smaller creatures. (Nota Bene: Feats and alternate class features can easily expand this list of proficiencies.) They are not proficient with any sort of shield.
Because of the nature of the somatic components of their spell-like abilities a telekinetic bladestorm can use any of his spell-like abilities while wearing light armor without incurring the normal arcane spell failure chance. However, like other arcane spellcasters, a telekinetic bladestorm wearing medium or heavy armor or using a shield* incurs a chance of arcane spell failure (all their spell-like abilities from this class have somatic components). A multiclass telekinetic bladestorm still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.
*For shields this is most notably a buckler or Animated shield since most other options either disallow casting completely, or have no arcane spell failure chance.
Spell-Like Abilities: A telekinetic bladestorm's caster level is equal to their class level and their spell-like abilities are considered arcane transmutation* spells of spell level equal to half their class level (minimum 1, maximum 9). Their spell-like abilities never have verbal, material, or XP requirements, but some require a large number of sharp objects as focii and they always have somatic components. A telekinetic bladestorm does not have spells per day for most of their abilities and none of them use spell slots nor do they necessarily require any particular wisdom score to use their abilities (although some of their abilities require a positive wisdom modifier to use at certain levels). The saving throw against their abilities that allow saving throws is 10 + equivalent spell level + the telekinetic bladestorms wisdom modifier (their capstone is an exception). Using the spell-like abilities of this class does not provoke attacks of opportunity however concentration checks may be required to prevent disruption from readied actions. In most cases using such an ability is a standard action, but several of their abilities may be used as swift or even immediate actions. All such abilities require that the telekinetic bladestorm not be physically holding anything in their manipulative appendages (thus Awaken-ed animals are much more drawn to this class than thri-kreen are). Note that, oddly enough, "holding on to something" is different from "holding something" in this case, so a telekinetic bladestorm may freely use their abilities while dangling from an anchored rope, climbing a wall, using a mount for cover, or various other activities.
Finally, unlike other spell-like abilities, these are subject to arcane spell failure as described under Weapon and Armor Proficiency above.
*Note that, for instance, this means they can take Spell Focus and have it effect the saving throws of their class abilities.
Mage Hand (Sp): The telekinetic bladestorm may use this spell at-will as a spell-like ability. As usual, this has only somatic components.
Telekinetic Wield (Sp): When all their physical manipulative appendages are free to gesture(including none for creatures without manipulative appendages), and they are wearing light or no armor, a telekinetic bladestorm may telekinetically manipulate a single object (or more as Modes are gained) as if in a single hand. Creatures may not be manipulated, nor may objects attended by anyone other than the telekinetic bladestorm them self (an object grasped by another after the telekinetic wield is already in place on it doesn't count for this purpose, so it may continue to be manipulated). Their strength score for this manipulation is equal to their wisdom score, except for purposes of calculating to-hit, where they use their dexterity score. Objects carried in this way do not increase the telekinetic bladestorm's load, but may not individually be heavier than 1/4 of his wisdom-based light load. Objects held in this way are essentially flying with Perfect maneuverability. They have the normal armor class for a held object with a dodge bonus equal to the telekinetic bladestorm's wisdom bonus (if any) due to their freedom to rotate and translate in six axes without concerns for the physical space occupied by or the range of joint motion of a traditional wielder. This bonus also applies to opposed attack rolls when such objects are resisting sunders, disarms, etc.
This ability has a range limit listed on the "Telekinetic Weild" table above. When this is 10' it works like the reach on a Reach weapon, but including the adjacent squares. Thus, like a spiked chain or long-spear, it can hold a telekinetically wielded item two diagonal squares away, rather than only one.
Whenever they make a move action they may simultaneously move each of their telekinetically wielded objects up to the speed listed on that same table as flight with perfect maneuverability. Thus, when double moving (or in the rare instances where they charge), they may move each object up to twice that same distance. This same double movement also applies when the Telekinetic Bladestorm uses the run action.
Such weapons may provoke attacks of opportunity, but these are resolved as sunder or bull-rush attempts (see below) depending on the attacker's preference.
Disarm attempts are instead resolved as bull rush attempts against a creature of the telekinetic bladestorm's normal size for two-handed weapons, one size smaller for one-handed weapons, or two sizes smaller for light weapons. The attacker need not follow the weapon to move it a large distance, and may move it in any direction that does not bring it closer to them, rather than only directly away from them.
Any object that is further from the telekinetic bladestorm than the range limit at any time, or they lack line of effect to at any point falls to the ground. This includes during movement, such as in the case of a pillar that they attempt to move both themselves and a weapon past on opposite sides. A partial exception to this is thrown weapons, which complete their ballistic paths as if thrown normally (See Below). For Large or larger weapons the entire space (but not necessarily reach) of the weapon must be within range or it falls.
Despite being empty-handed, a telekinetic bladestorm counts as armed against any enemy threatened by a telekineitically wielded weapon whose threatened area the telekinetic bladestorm is in or inside of (the underlined portion is important when reach weapons get involved).
Whenever a telekinetic bladestorm could draw a weapon, they may instead telekinetically draw as many weapons as they wish, up to the maximum number allowed by their modes (perhaps increasing their mode in the process). Whenever sheathing weapons they may sheath as many weapons as they like which occupy their square as a single move action. In addition, some of the casting actions for their spells include drawing out a very large number of sharp objects. In such a case, when dismissing such a spell, they may spend an additional move action to stow/sheath all focii of that particular casting.
Once per round as a standard action they may EITHER:
1.) Attack up to once with each with any telekinetically wielded weapons they are proficient with due to this class, or feats that have class features of this class as prerequisites. This is as per Modes 2, 3, or 4, depending on how many weapons objects they are telekinetically holding, with each attack in the routine having to come from a different weapon. Additional attacks due to Haste, Speed weapons and armor etc are allowable, and in fact stack better than normal in such circumstances, with the only restrictions being that extra attacks from Speed or similar weapons must be made with the specific weapons granting the extra attack, and that in no case may any given weapon make more than two attacks per round. Any weapon that moves 5' or less in a round counts as using the full-attack action for such purposes, although it does NOT gain the normal iteratives, only the two attacks (one basic, the other for the enhancement or whatever).
OR
2.) Make a full-attack action (Mode 1) with a single telekinetically wielded weapon. Extra attacks work the same as if the character were holding the weapon themselves in this case.
In either case, any weapon that makes more than one attack in a round may only move up to 5' that round, although that movement may be either before or after the attack is made. The telekinetic bladestorm may not otherwise move that weapon in the same round as it makes such attacks.
Also in either case, throwing attacks are allowed, such as with a spear, throwing axe, or splash weapon as are disarms, sunders, and (for weapons which can usually do so) trips in any combination between weapons. In the case of ranged attacks count the range from the weapons position just before the attack was made, rather than from the telekinetic bladestorms's position. A telekinetic bladestorm does not take attacks of opportunity for making such ranged attacks, even when he and the weapon are both within the reach of an enemy, or even if he and the weapon in question start off occupying the same square.
Telekinetically wielded objects with at least the weight and silhouette-surface-area of a (mithril/darkwood) tower shield sized for a creature of the telekinetic bladestorms usual size may be used to make bull-rush and over-run attempts in place of attacking with them as for a creature of that size. The same goes for anything smaller than that, but at least the weight and silhouette-surface-area of a (mithril/darkwood) heavy shield, but in this case they take a -6 penalty on the opposed ability check.
Telekinetically wielded weapons threaten the normal areas relative to their positions. Thus a longsword sized for a medium creature threatens the square it occupies, plus all surrounding squares, while a medium-sized longspear threatens only squares two away from its actual position and a vial of acid does not threaten any area. The normal limits on number of attacks of opportunity a given character may make in a round still apply. Many telekinetic bladestorms train specifically to improve this number (AKA they take the Combat Reflexes feat). Initially the weapon always strikes from their direction and only gets a flanking bonus or helps a combatant get one if a straight line from their center to the weapon's center also passes through the opponent to be flanked AFTER passing through the weapon(if they occupy all spaces that the weapon does then that counts). The normal requirements for flanking must also be met of course. This means that they initially can't flank just by using two telekinetically wielded weapon (See the Surround class feature for how this changes at higher levels).
As the telekinetic bladestorm advances in levels they unlock (and in one case RE-lock, but in a way that is to their benefit) additional "modes" giving them additional "hands" to manipulate objects, albeit with a to-hit penalty.
When determining if they may take a feat, a telekinetic bladestorm may substitute their wisdom for their strength. However, only feats they meet the requirement for with strength at a specific moment may be used with their own body/physically wielded weapons, and only feats that they meet with wisdom substituted for strength at a specific moment may use it with telekinetically wielded objects. Thus a Bladestorm with a strength of 10 and a wisdom of 15 could take the Power Attack feat, but could only use it with a weapon held in their hands if they were the subject of a Bull's Strength spell or other situation where their strength rose to the minimum 13 strength required to qualify for that feat. Similarly if they took 3 or more points of wisdom damage they could no longer power attack with their telekinetically wielded weapons.
Wall Runner (Su): As long as they are wearing light or no armor, they can take part or all of their move actions or double-move actions to traverse walls or other relatively smooth vertical surface (or less-than-vertical slope) if they begin and end their move on a horizontal surface. The height they can achieve on the wall is limited only by this movement restriction. If they do not end such movement on a horizontal surface, they fall prone, taking falling damage as appropriate for their distance above the ground. Treat the wall as a normal floor for the purpose of measuring their movement. Passing from floor to wall or wall to floor costs no movement; they can change surfaces freely. Opponents on the ground can make attacks of opportunity as they move up the wall.
They can take other move actions in conjunction with moving along a wall. For instance, the Spring Attack feat allows them to make an attack from the wall against a foe standing on the ground who is within the area they threaten; however, if they are somehow prevented from completing their move, they fall. Likewise, they could tumble (even twice in a row) along the wall to avoid attacks of opportunity.
Note that their weight still applies to the surface, just not in a downward direction. Especially fragile walls may break under their feet causing them to fall sideways until they strike a surface that can hold them, their turn ends, or they take a free action to alter their direction of fall back to the normal 'downward'. Featherfall can be applied to this regardless of direction, and retains its normal duration. As a special case movement from falling in a direction other than down counts against their movement for the round. Thus while they could deliberately step onto a wall in order to up to gain 150' of movement in a round, they could not also take any actions after moving more than their normal single-move speed.
At third level they may move in this way along any surface of sufficient strength provided they move along a continuous solid path. Among other things this means they can move across most types of ceilings.
Feather Fall Self (Sp): As per the spell, but functioning a limited number of times per day, and only effecting themself and any of their telekinetically wielded objects they choose to have 'fall' with them. This does NOT entail losing their telekinetic "grip" on them, it is mostly useful for keeping them in range of themself.
Initially, at 2nd level, they may use this ability a number of times per day equal to half their wisdom modifier (minimum 1). ((Give this 1/day if they have a Wisdom of at least 12 (14?) at first level, if giving Fly Self earlier than 5th level?))
At 4th level this ability becomes at-will.
Levitate Self (Sp): ((Remember to adjust this if pushing Fly Self earlier due tol Swift Fly existing.))
As per Levitate with the following restrictions and alterations.
They may only target themselves.
It is dismissible.
The total duration is limited per day, starting at Wisdom modifier Rounds.
The duration increases to one half your Wisdom Score rounds per day at 5th level, Wisdom Score rounds per day at 7th level. At 10th level they may use this ability at-will, without any limit on the duration.
Telekinetic Wield Enhancement (Su): At 3rd level the magic of his telekinesis flows into his weapons augmenting their effectiveness. His attacks with telekinetically wielded weapons are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction and/or regeneration and for striking incorporeal creatures.
At 8th level the telekinetic bladestorm may select one alignment component that he has (Chaotic, Evil, Good, or Lawful) to add to all his attacks with telekinetically wielded weapons for the purpose of dealing damage to creatures with damage reduction, regeneration etc. Alternatively he may elect to treat his telekinetically wielded weapons ghost touch for purposes of determining if the attack hits/is possible in the first place. This choice is permanent once made.
At 13th level the telekinetic bladestorm selects one additional such option (alignment they have or ghost touch) OR they may elect to increase all damage dealt with telekinetically wielded weapons and telekinetic bladestorm spell-like abilities by 3 points.
Fly Self (Sp): A telekinetic bladestorm of at least 5th level may use a version of Fly with they following modifications:
They may only target themselves.
It is dismissible.
The total duration is limited per day, starting at 1/2 Wisdom Score Rounds. ((Give 1/2 Wisdom MODIFIER at 3rd or 4th level given that Swift Fly exists and this is 1/4 the speed?))
They do not decend slowly by default when the spell ends (by whatever means). Of course, they may have the option to use their Feather Fall ability.
Their base speed is varied, starting out at 15'.
Maneuverability is Perfect.
Improvements to this ability are as follows:
At 6th level the speed increases to 20'.
At 8th level the speed increases to 30' and the duration per day increases to their wisdom score in rounds.
At 11th level the duration per day increases to their wisdom modifier in minutes (or their wisdom score in rounds whenever their wisdom is 14 or less).
At 12th level the speed increases to 40'.
At 13th level the duration increases to their wisdom score in minutes per day.
At 14th level the duration per day improves to their wisdom score times ten in minutes and the speed increases to 50'.
At 15th level the duration per day improves to their wisdom score in hours.
At 16th level the speed increases to 60'
At 17th level the duration per day becomes unlimited and they may hover in place with a drift of only 10' per hour while sleeping (roll randomly for direction each hour).
Author's Note: Don't laugh, wisdom penalties exist.
At 19th level the speed increases to 70'.
At 20th level the speed increases to 80'.
Orbiting Blades (Sp): This ability is acquired at class level 7. Using this ability is a standard action. As part of using this ability they telekinetically draw out at least 20 pointed and/or edged objects, each with at least as much volume as the blade of a dagger for a character of their current size. They must have these objects in their possession and have them easily accessible, much like focii for a spell. They designate either a ring or sphere that extends 5 feet from themselves. A ring need not be horizontal.
Each round on their turn, starting when they cast this spell, the blades deal 1d6 damage per two telekinetic bladestorm caster levels they have to a maximum of 6d6 at level 12. Any special material or other damage type (most notably slashing vs piercing) must be shared by either at least 30 of the objects or all of them (in the case of less than 30 objects used) to have their normal effect. Thus 20 alchemical silver blades are better than 20 alchemical silver blades and 20 cold iron blades (since the former can by-pass damage reduction as a silver weapon, and both mixes reduce the damage by 1), but 30 each of cold-iron, alchemical silver, and adamintine is very good. In addition this damage gains the benefits of their Telekinetic Wield Enhancement class feature.
If at any point the blades would try to occupy a square (or cube!) that is completely filled by an object they fail to destroy (such as if they stand too close to a stone wall with a horizontal ring, or land when surrounded by a sphere), then the ability immediately ends and the objects fall to the ground. They may change the form between a ring and a sphere or alter the orientation of a ring once per turn as a move action, or as part of a move action (occurring anywhere along the path of movement they like). This may NOT be combined with drawing weapons in the same action or other such things, only with movement (including via levitate self or flight).
They may dismiss this ability as a swift action during their turn. If they spend an additional move action immediately afterwards the objects used in it are re-stowed instead of falling to the ground.
They may only have one Orbiting Blades active at one time.
Initially (at 7th level) they may only use this ability for a total number of rounds per day equal to their wisdom modifier.
At 9th level the total duration per day increases to a number of rounds equal to their wisdom score.
At 12th level the per-day duration is limited to either the former, or wisdom modifier minutes per day. The first option can be useful if wisdom damage/drain/penalties are involved.
At 14th level the total duration per day increases to a number of minutes equal to their wisdom score.
At 16th level the duration increases by a factor of 10 (10 x Wisdom Score Minutes per day).
At 18th level the duration is instead wisdom score hours per day.
At 20th level their is no limit on the duration.
Situational Awareness (Ex):
All that time paying attention to widely separated areas of the battlefield when they find themself in need of spreading their blades out has paid off.
At 6th level and higher, a telekinetic bladestorm can no longer be flanked. This defense denies a rogue the ability to sneak attack the telekinetic bladestorm by flanking him, unless the attacker has at least four more rogue levels than the target has telekinetic bladestorm levels. If a character already has uncanny dodge from a second class the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character. Note that unless the preceding is true, this ability grants NONE of the benefits of Uncanny Dodge, only the flanking prevention and anti-sneak-attack.
Surround (Ex): Starting at 8th level the Telekinetic Bladestorm starts to learn how to coordinate their weapons better when bringing two or more of them to bear against a single target. Their telekinetically wielded weapons now can grant eachother flanking as if they were each a separate combatant. This does not allow them to gain or grant flanking to other combatants, including the Telekinetic Bladestorm's own attacks (such as with natural weapons, gauntlets, etc).
At 11th level any of their telekinetically wielded weapons flanking a given target with eachother each gain +1d6 Sneak Attack damage* as per a rogue of the Telekinetic Bladestorm's class level (thus, despite the low damage, this is sometimes able to overcome Improved Uncanny Dodge). This increases every 4th level afterward (So at 15th and 19th levels pre-epic).
*Regarding the Craven feat: If they make an attack that gains any sneak-attack-related benefit from telekinetic bladestorm then telekinetic bladestorm levels count only half for the purposes of the Craven Feat. Before resolving any given attack they can choose to treat that attack as if Telekinetic Bladestorm did not give any sneak attack. This removes both the associated damage and (unless they have sneak attack from another source) the ability to use ambush feats, special abilities that can only be used on sneak attacks, etc. However, it does not prevent their telekinetically wielded weapons from dealing sneak-attack damage from other sources provided they meet the requirements (initially this means that they have to have a flanking pair of telekinetically wielded weapons). Thus an 12th level telekinetic bladestorm would only deal +1d6+6 damage on sneak attacks from flanking telekineticly wielded weapons, while a 11th/1st level telekinetic bladestorm/rogue could either deal +2d6+6 damage or 1d6+11 damage with such attacks. Obviously the second choice is usually going to be better.
At 13th level their telekinetically wielded weapons may freely flank with the telekinetic bladestorm themself (perhaps using spiked gauntlets or armor, a natural weapon, etc) and his/her allies, however, the weapons do not gain Sneak Attack under such circumstances.
At 17th level their telekinetically wielded weapons now gain sneak attack when flanking, regardless of who or what is the allied flanker.
Telekinetic Reinforcement (Su):
Carrying such a large number of weapons can impede mobility... something the Telekinetic Bladestorm can not afford. In addition, most convenient sources of extradimensional storage aren't the best for carrying scores or hundreds of bare blades in. In response, they learn to reenforce their bodies with telekinetic energy.
Add their wisdom bonus to their strength score for purposes of determining their carrying, lifting, and dragging capacities.
At 10th level instead add half their wisdom score to their strength score for such purposes.
At 15th level they instead add their full wisdom score.
At 20th level they also count as one size larger for such purposes.
Telekinesis (Sp): At 9th level they may use Telekinesis for a total number of rounds per day equal to their wisdom modifier. Using the Sudden Thrust application requires 3 rounds worth of this daily limit. Thus they may not use said application if they have less than 3 rounds remaining.
In all regards where this ability would normally use intelligence or charisma it instead uses wisdom.
The number of rounds per day they may use this ability increases as follows:
[tr="class:outer_border"]
Level
Duration Per Day
9-11
Wisdom Modifier Rounds
12-15
1/2 Wisdom SCORE Rounds
16-17
Wisdom Bonus Minutes [Or Wisdom SCORE Rounds if Wisdom <14]
18-19
1/2 Wisdom SCORE Minutes
20-??
Wisdom SCORE Minutes
Galaxy of Blades (Sp): This ability is acquired at class level 11. Using this ability is a standard action. As part of using this ability they telekinetically draw out at least 50 pointed and/or edged objects, each with at least as much volume as the blade of a dagger for a character of their current size. They must have these objects in their possession and have them easily accessible, much like focii for a spell. They form them into an vertical curtain of whirling blades. This can be a Wall of whirling blades up to 20 ft. long/ caster level, or a ringed wall of whirling blades with a radius of up to 5 ft. per two levels; either form is up to 20 ft. high, or up to 40 ft high if they halve the length/radius, or up to 80 ft high if they instead divide it by 4.
The range of this ability is four times Telekinetic Wield range.
Any creature passing through the wall or that the wall passes through takes 1d6 points of damage per caster level (NO Maximum), with a Reflex save for half damage. Any special material must be shared by either at least 75 of their objects or all of them (in the case of less than 75 objects used) to have their normal effect. Thus 50 alchemical silver blades are better than 50 alchemical silver blades and 50 cold iron blades (since the former can by-pass damage reduction as a silver weapon, and both mixes reduce the damage by 1), but 75 each of cold-iron, alchemical silver, and adamintine is very good. In addition this damage gains the benefits of their Telekinetic Wield Enhancement class feature. As the blades are physical objects, no spell resistance is allowed. Also note that their kinetically wielded weapons may pass through the barrier without risk since they are not creatures.
As a full-round action they may move the barrier up to one quarter of the speed of their telekinetic wield. Turning of a flat wall is accomplished by rotating about any vertical axis that passes through the wall, counting the larger distance either of the ends move against the movement for the round.
They may have any number of galaxies of blades active at one time, but each uses up duration separately (so, for example, they burn through 2 rounds of daily limit each round they have two active), and any that intersect each-other immediately end, with the constituent objects falling to the ground.
If they evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful Reflex save.
A Galaxy of Blades provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it. (Note the movement of a telekinetically "gripped" weapon from square to square does not count as an attack, even during a charge, however the path of a thrown weapon after it leaves the "grip" does).
Initially (at 11th level) they may only use this ability for a total number of rounds per day equal to their wisdom modifier.
At 15th level the total duration per day increases to a number of rounds equal to their wisdom score.
At 17th level the per-day duration is limited to either the former, or wisdom modifier minutes per day. The first option can be useful if wisdom damage/drain/penalties are involved.
At 19th level the total duration per day increases to a number of minutes equal to their wisdom score.
Blade Super Nova (Sp): This has the same damage types (based on focii used and Telekinetic Wield Enhancement), as Galaxy of Blades, but requires twice the number(s) of focii in all cases, and functions as an instantaneous burst centered on themselves, with a radius that they select from as small as 60' to as large as their Telekinetic Wield Speed. The damage is 1d6 per caster level, and a reflex save is allowed for half damage against a DC of 20+Wisdom Modifier. Despite this higher DC it "only" counts as a 9th level spell.
If you use a full-round plus swift action to activate this ability, rather than a standard action, the damage increases to 1d10 per caster level.
You and your telekinetically wielded weapons, and flying focii (from active Orbiting Blades and/or Galaxy of Blades), are uneffected, although your allies may not be so fortunate. Since the blades are physical objects spell resistance does not apply.
After this effect is resolved its focii drift to the ground, starting from outer edges of the area of effect, as if feather falling. You can not spend an extra action to recover them like you could with Orbiting Blades or Galaxy of Blades.
You may use this ability a number of times per day equal to one third your wisdom modifier, minimum 1. (Don't laugh, large wisdom penalties can happen and you aren't SAD, you also need dexterity for your to-hit.)