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View Full Version : D&D 3.x Class Telekinetic Bladestorm (PEACH)



DracoDei
2014-08-20, 10:15 PM
Wikipedia-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 (http://www.giantitp.com/forums/showthread.php?427056-You-have-no-chance-against-me-cos-I-m-actually-four-blokes!-(3-5-class-PEACH))
The Party
(http://www.giantitp.com/forums/showthread.php?391571-The-Party-play-as-a-small-synergistic-team-Currently-running-Dota)

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.




Saves

Telekinetic Wield


Level
BAB
Fort
Ref
Will
Special
Rng
Spd
Mode 2
Mode 3
Mode 4


1st
+1
+0
+2
+2
Telekinetic Wield, Mage Hand (At-Will)
10'
30'





2nd
+2
+0
+3
+3
Feather Fall (1/2 Wisdom Mod/day)
10'
40'
+0/+0




3rd
+3
+1
+3
+3
Bonus Feat(Up the Walls)
10'
40'
+1/+1




4th
+4
+1
+4
+4
Feather Fall (At-Will)
15'
50'
+3/+3?




5th
+5
+1
+4
+4
Levitate Self(Wisdom Mod. Rounds/Day), Telekinetic Reinforcement (+Wisdom Bonus)
15'
50'
+4/+4




6th
+6/+1
+2
+5
+5
Telekinetic Wield Enhancement(Magic)
15'
50'
+6/+6?
+4/+4/+4



7th
+7/+2
+2
+5
+5
Levitate Self(Wisdom Score Rnds/Day), Orbiting Blades (Wisdom Bonus Rnds/Day)
15'
50'
+7/+7
+5/+5/+5



8th
+8/+3
+2
+6
+6
Surround(Flanking Bonus)
20'
60'
+8/+8
+7/+7/+7



9th
+9/+4
+3
+6
+6
Fly Self (Wisdom Mod. Rnds/Day), Orbiting Blades (Wisdom Score Rnds/Day)
20'
60'
+9/+9
+8/+8/+8



10th
+10/+5
+3
+7
+7
Levitate Self(Unlimited Duration), Telekinetic Reinforcement (+Wisdom Score)
20'
60'
+10/+10
+9/+9/+9
+7 x4


11th
+11/+6/+1
+3
+7
+7
Telekinetic Wield Enhancement(One Alignment OR Ghost Touch), Fly Self(Wisdom Score Rnds/Day)
25'
70'
+11/+11
+10/+10/+10
+9 x4


12th
+12/+7/+2
+4
+8
+8
Orbiting Blades (Wisdom Bonus Min./Day [Or Score Rnds if Wisdom <14])
25'
70'
+12/+12
+11/+11/+11
+10 x4


13th
+13/+8/+3
+4
+8
+8
Fly Self (Wisdom Score Min/Day)
30'
80'
N/A
+13/+13/+13
+11 x4



14th
+14/+9/+4
+4
+9
+9
Orbiting Blades (Wisdom Score Min./Day)
30'
80'
N/A
+14/+14/+14
+12 x4


15th
+15/+10/+5
+5
+9
+9

35'
90'
N/A
+15/+15/+15
+14 x4


16th
+16/+11/+6/+1
+5
+10
+10

35'
90'
+16/+16/+16
+15 x4
+13 x5


17th
+17/+12/+7/+2
+5
+10
+10

40'
100'
+17/+17/+17
+16 x4
+14 x5


18th
+18/+13/+8/+3
+6
+11
+11

40'
100'
+17/+17/+17
+16 x4
+15 x5


19th
+19/+14/+9/+4
+6
+11
+11

45'
110'
+19/+19/+19
+18 x4
+17 x5


20th
+20/+15/+10/+5
+6
+12
+12

50'
120'
+20/+20/+20/+20
+19 x5
+18 x6



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).

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).

At 4th level this ability becomes at-will.

Levitate Self (Sp):
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.
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.)

DracoDei
2014-08-21, 12:55 PM
Endless Dance
Your blades spin ever onward.
Prerequisites: Feather Fall as a class feature.
Benefits: Your per-day limits on durations or castings of most Telekinetic Bladestorm Spell-like abilities are doubled. If an ability has no such limit*, you instead gain +2 to your caster level for it. Telekinetic Super Nova is an exception to this rule, gaining only a single additional use per day (provided you have that ability in the first place).
*This includes if the calculated duration per day exceeds 24 hours and has no way it gets reduced other than time spent active... so NOT Telekinesis.

Heavy Weapon [Fighter]
Your telekinetic grip can be focused to enable the use of heavier weapons.
Prerequisites: Telekinetic Wield
Benefits: You gain proficiency in a single two handed simple or martial melee weapon, and may telekinetically wield one two-handed simple or martial melee weapon you are proficient in. Such a weapon counts as being wielded in two hands (increasing its wisdom-based damage bonus, effectiveness of Power Attack, etc.). All your other telekinetic wield weapons must still be light or one-handed.
Normal: You may only use light and one-handed weapons with your telekinetic wield.
Special: You may take this feat more than once, to a maximum of the number of the number of attacks in your highest Mode. Each time it grants proficiency in an additional two-handed simple or martial melee weapon and allows you to wield an additional such weapon as part of your telekinetically wielded weapons.
A multi-classed fighter/telekinetic bladestorm may take this as one or more of his fighter bonus feats.


Scholar of the Kytons [Fighter]
Even the sinuous links of that most many-jointed of weapon is not beyond your telekinetic grasp.
Prerequisites: Telekinetic Wield, Heavy Weapon x2
Benefits: You gain proficiency with spiked chains and may treat them as martial weapons for purposes of telekinetic wield. Note that this does not increase the number of two-handed weapons you may wield.
Normal: You may only use light and one-handed simple and martial weapons with your telekinetic wield.
Special: A multi-classed fighter/telekinetic bladestorm may take this as one of his fighter bonus feats.

Shield of Blades, Lesser
Your whirling blades can intercept attacks.
Prerequisites: Orbiting Blades as a class feature.
Benefits: When using Orbiting Blades you gain a +1 shield bonus to AC.


Shield of Blades
Your whirling blades form a formidable defense.
Prerequisites: Shield of Blades, Orbiting Blades as a class feature.
Benefits: Your shield bonus from Orbiting Blades is now +2 or half your wisdom bonus rounded UP, whichever is higher.


Shield of Blades, Greater
Your whirling blades form a formidable defense.
Prerequisites: Shield of Blades, Orbiting Blades as a class feature.
Benefits: Your shield bonus from Orbiting Blades is now +4 or your wisdom bonus, whichever is higher.

Spring Trap (Needs a better name?)
Prerequisites: Telekinetic Wield, At-Will Mage Hand
Benefits: You may cast Open/Close as a Telekinetic Bladestorm spell at-will. Your caster level for this ability and Mage Hand are doubled (after adding any other bonuses to caster level). If you have or later acquire Telekinesis as a Telekinetic Bladestorm class feature then its caster level increases by 2. This stacks with the bonus from the Endless Dance feat (although that would probably require several epic feats that I haven't written yet).

Swift Blades
Your blades can close with the enemy quickly or keep up with you when you must flee.
Prerequisites: Telekinetic Wield
Benefits: Your telekinetic wield speed increases by 30 feet if your caster level for Telekinetic Wield is 10 or less, or 60 feet otherwise. (This feat is favored by the most fleet-footed of telekinetic bladestorms, or those who favor moving their Galaxy of Blades over enemies.)

DracoDei
2014-08-21, 12:57 PM
1st Level Human (Heavy Weapon[Glaive], Combat Reflexes) (http://www.myth-weavers.com/sheet.html#id=19754)

"Amaterasu II" (http://www.myth-weavers.com/sheet.html#id=31709) Awakened Wolf w/ Boulder Reaver ACF.

DracoDei
2014-08-21, 12:59 PM
((All this stuff is either works in progress or analysis.))

Boulder Reaver ACF
Requires: Heavy Weapon Feat taken at 1st level of Telekinetic Bladestorm, 4 ranks in Craft(Weaponsmith)

Lose:
-Modes Higher than 1. Mild nerf to TK Wield Range increases to keep it reasonable with the increased reach.
-Surround

Gain:
Proficiency with an additional Two-Handed Simple or Martial Melee Weapon (and ability to wield that as your ONE TK wield weapon) at each level from 2 to 7.
Proficiency with all Two-Handed Simple and Martial Melee Weapons (Including for TK Wield) at level 8.

6th level: Bonus Feat Skill Focus[Craft(Weaponsmith)]? Note that Craft is Intelligence based. HOWEVER, it is not possible to lose progress if you have max ranks for level 6, an intelligence of at least 10, and masterwork tools. That doesn't mean it might not take a while to make the upgrade given that Huge Masterwork Weapons might not be cheap (is the +300 multiplied?)

Weapon size increases whenever you would normally gain an additional telekinetic wield weapon.
+1 at 2nd level. Maximum TK Wield Weight increases to 1/3 of Wisdom-Based Light Load. ((Assuming Medium Start: Large))
+2 at 6th. Wield Weight = 1/2 Light ((Assuming Medium Start: Huge))
+3 at 10th. Wield Weight = 3/4 Light ((Assuming Medium Start: Gargantuan))
+4 at 16th. Wield Weight = Full Light ((Assuming Medium Start: Colossal))
+5 at 20th. Wield Weight = 1.5 x Light ((Assuming Medium Start: Colossal AND Huge))
If this would ever increase your weapon size beyond Colossal, you instead gain a special Mode 2B, which has -2 to-hit, but allows a second weapon of Huge or smaller size which gets only a single attack (your primary weapon still gets your full attack routine, modified by the -2 penalty). All remaining size increases apply only to the secondary weapon. If your second weapon also reaches colossal size then the next size increase it receives removes the to-hit penalty from both weapons and allows a second attack with it at -5 to-hit (cf Improved Two-Weapon Fighting).


Whenever one of your weapons increases in allowed size you may personally make crafting checks as if creating its mundane aspects from scratch, expending materials equal to one third the DIFFERENCE between its current market price and the new market price. When and if you successfully complete the crafting process, you add more material to the weapon, enlarging it to its new size without altering its magical properties. Once this process is begun, the weapon is unusable until and unless the crafting process is successfully completed.



Hurricane ACF
Replaces: Normal TK Wield Progression and proficiency with one handed melee weapons. May never take Heavy Weapon feat.

Gains: Mode 2 at level 1.
At level 2, one additional attack with each mode 2 or higher.
At level 13, two additional attacks with each mode 2 or higher
??At level 20, mode 4 instead gets three additional attacks??

Sheet attempting to figure out how many attacks to give at 20th level (and can be adapted after that to figure out at other levels). (http://www.myth-weavers.com/sheet.html#id=576549)
Telekinetic Wield


Level
Range
Speed
Mode 1(Normal BAB)
Mode 2
Mode 3
Mode 4


1st
10'
30'
+1
-1/-1




2nd
10'
40'
+2
+0/+0/+0




3rd
10'
40'
+3
+1/+1/+1




4th
15'
50'
+4
+3/+3/+3




5th
15'
50'
+5
+4/+4/+4




6th
15'
50'
+6/+1
+6/+6/+6
+4/+4/+4/+4



7th
15'
50'
+7/+2
+7/+7/+7
+5/+5/+5/+5



8th
20'
60'
+8/+3
+8/+8/+8
+7/+7/+7/+7



9th
20'
60'
+9/+4
+9/+9/+9
+8/+8/+8/+8



10th
20'
60'
+10/+5
+10/+10/+10
+9/+9/+9/+9
+7/+7/+7/+7/+7


11th
25'
70'
+11/+6/+1
+11/+11/+11
+10/+10/+10/+10
+9/+9/+9/+9/+9


12th
25'
70'
+12/+7/+2
+12/+12/+12
+11/+11/+11/+11
+10/+10/+10/+10/+10


13th
30'
80'
+13/+8/+3
N/A
+13/+13/+13/+13/+13
+11/+11/+11/+11/+11/+11



14th
30'
80'
+14/+9/+4
N/A
+14/+14/+14/+14/+14
+12/+12/+12/+12/+12/+12


15th
35'
90'
+15/+10/+5
N/A
+15/+15/+15/+15/+15
+14/+14/+14/+14/+14/+14


16th
35'
90'
+16/+11/+6/+1
+16/+16/+16/+16/+16
+15/+15/+15/+15/+15/+15
+13/+13/+13/+13/+13/+13/+13


17th
40'
100'
+17/+12/+7/+2
+17/+17/+17/+17/+17
+16/+16/+16/+16/+16/+16
+14/+14/+14/+14/+14/+14/+14


18th
40'
100'
+18/+13/+8/+3
+18/+18/+18/+18/+18
+17/+17/+17/+17/+17/+17
+15/+15/+15/+15/+15/+15/+15


19th
45'
110'
+19/+14/+9/+4
+19/+19/+19/+19/+19
+18/+18/+18/+18/+18/+18
+17/+17/+17/+17/+17/+17/+17


20th
50'
120'
+20/+15/+10/+5
+20/+20/+20/+20/+20/+20
+19/+19/+19/+19/+19/+19/+19
+18/+18/+18/+18/+18/+18/+18/+18??/+18??




Telekinetic Cloud-Burst
PrC
Entry Requirements just high enough to discourage dipping TK Bladestorm JUST to dip this class (probably not an issue for clerics/druids, but you never know... might actually be more of an issue for rogues and other dex-based classes). Current lay-out assumes you need 2 TK Bladestorm levels, and your third level can be this class.
Rough Draft:
Telekinetic Wield capable of using:
2 One-Handed or Two-Handed weapons for a creature of your size ((Yes, two-handers don't add anything mechanically, but it might make things clearer to some readers))
OR
3 Light weapons for a creature of your size
OR
1 Two Handed weapon for a creature one size larger than yourself
Hit-die
d10

Class Skills:
The class skills (and the key ability for each skill) are: Balance(Dex), Climb(Str), Craft(Int), Concentration(Con), Intimidate(Cha), Jump (Str), Profession(Wis), Swim(Str), Tumble(Dex), and Use Rope(Dex)


4+int






Saves



Level
BAB
Fort
Ref
Will
Special


1st
+1
+0
+2
+2
Storm 1/day, Telekinetic Prowess


2nd
+2
+0
+3
+3
Light on Your Feet


3rd
+3
+1
+3
+3
Storm 2/day


4th
+4
+1
+4
+4
?Fighter/Bladestorm Bonus Feat?


5th
+5
+1
+4
+4
Storm 3/day


6th
+6
+2
+5
+5
Damage Reduction 1/-


7th
+7
+2
+5
+5
Storm 4/day


8th
+8
+2
+6
+6
Greater Storm


9th
+9
+3
+6
+6
Storm 5/day


10th
+10
+3
+7
+7
Damage Reduction 2/-


11th
+11
+3
+3
+7
Storm 6/day


12th
+12
+4
+8
+8
Resist Mental Fatigue


13th
+13
+4
+8
+8
Storm 7/day


14th
+14
+4
+9
+9
Damage Reduction 3/-


15th
+15
+5
+9
+9
Storm 8/day


16th
+16
+5
+10
+10
Mighty Storm


17th
+17
+5
+10
+10
Storm 9/day


18th
+18
+6
+11
+11
Damage Reduction 4/-, Eye of the Hurricane


Telekinetic Prowess (Ex/Su): ((Stacks for Situational Awareness Access, TK Wield Range and speed, TK Wield Enhancement, and IF THEY HAVE IT Fly Speed. DOES NOT stack for durations, except in as much as increasing WIS could give extra duration as long as the ?Storm? lasts. Half-Stacks for caster level?))


?Storm? (Ex):((Fluff -4 AC penalty as being distracted from themself to focus on their weapons... meaning that their weapons actually should perhaps GAIN +1 to AC not counting the +4 from the wisdom and dexterity increases. NO bonus to will saves, +4 Wisdom, +4 Dex. Duration wis based. Limit to Light armor (perhaps requires swift action activation with ASF for medium or heavier? Or that plus same to maintain each round? Mental Fatigue applies to DEX, Int, Wis, Cha.))

Light on Your Feet (Su): You have found the secret to using your telekinesis to accelerate your movement. A telekinetic cloud-burst's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, or light armor, and not carrying a more than a light load. Also apply this +10 bonus to your levitation and flight speeds, regardless of load or armor.

Greater Storm (Ex):((+6 at level 9 or earlier? Assuming 2 levels of TK Bladestorm required, this would mean they get it at the same level as the equivalent Barbarian ability, should probably be an even number to kill a "dead" level. Requires 2 daily uses in order to give them something to do with their extra per-day uses compared to a Barbarian?))

Resist Mental Fatigue (Ex): You are now no longer fatigued at the end of your Storm.

Mighty Storm (Ex):((+8 at level 18 or earlier? Make this the capstone? Probably an even number to kill a "dead" level. Uses 3 daily uses?))

Eye of the Hurricane (Ex): Greater Storm now only consumes one daily use of your Storm, and Mighty Storm now only consumes two daily uses of your Storm.

((Compress this down to 10 levels or something, but put in incremental requirement for TK Bladestorm levels so they can't get the higher level stuff until an appropriate character level??))

"Default" build for unmodified class?
1st: Heavy Weapon
3rd: Heavy Weapon
6th: Heavy Weapon
9th: Power Attack (Might want to take this earlier, especially if Human.)
12th: Heavy Weapon
15th: Scholar of the Kythons(of course, this isn't nearly as much use without Improved Trip and/or Combat Reflexes) Cleave
18th: Heavy Weapon

Alternate Build if avoiding to-hit penalties is preferred so as to save feats and weapon investments (probably less good?)
1st: Heavy Weapon
3rd: Power Attack
6th: Heavy Weapon
9th: Combat Reflexes (Or Cleave)
12th: Heavy Weapon (Better 1 level too early than 2 levels too late)
15th: Scholar of the Kythons (Or Combat Reflexes if previously Cleave)
18th: Heavy Weapon (Or wait until level 21 if you like... but seriously, a mere -2 or -1 penalty to-hit for an extra two-hander attack shouldn't be a big deal at this level.)

DracoDei
2014-08-21, 01:03 PM
((Reserved for if I decide this class is complex enough to warrant a "How To".))

DracoDei
2014-08-21, 01:07 PM
Partial list of changes:
Added "Spring Trap" to put Open/Close on their list. Threw in the caster-level doubling for both cantrips as a way of actually making it worth taking... maybe. I guess if nothing else it increases the range.

Refined TK Wield description to make AC bonus apply in all cases, and to disallow manipulation of creatures or attended objects. Will probably put in a feat that increases TK Wield weight limit while allowing both in the case of willing creatures and their attended objects.

Added 2 ACFs and sketched out a PrC, since dipping barbarian is always fun, and should not be discouraged merely by the fact that Rage doesn't actually effect the stats you use for your offense.

Moved up Fly Self progression, still starts at 5th level, but longer durations. Compensated with greatly reduced speed to start with since I see them floating like Magneto or how I THINK I remember M. Bison... anyway float-y rather than zoom-y. Went ahead and continued the progression to great levels, because "why not? Melee needs nice things, even when it is augmented with hundreds of flying blades."

Tuned up TK Wield to allow combat maneuvers (disarm etc), and limit flanking.

Added TK Reinforcement to allow them to carry 150+ sharp pieces of metal so they can do Galaxy of Blades right without requiring jumping through too many hoops as far as how you carry stuff. Also so they can carry more weapons easily to change out fighting styles.

Looked at "Up the Walls" and decided it was weak-sauce, so I gave them a better version of it starting from first level.

Specified that Telekinesis uses wisdom instead of intelligence or charisma.

To Do:
Short range teleportation as an ACF or feat.

Ability to remain on walls/ceilings indefinitely as a ACF, feat, skill-trick or maybe just a straight-up class feature.

Make sure tables are readable on smaller monitors?

Do stuff with nested tables to try to get word-wrap working right on main table?

Veklim
2014-08-21, 06:37 PM
Well well well......we have a contender......

AGES back, bobthe6th started a project which ended up a 3 way collaboration which took about a year to complete, and ended in quite a stupendous (and granted, slightly huge) non-power using telekinetic psion base class. If you're looking for things to do with TK wielded weapons then perhaps you'd like to peruse it for inspiration, a reasonable chunk of the (massive) thread may have relevance to you also, along with the other miscellaneous feats and PrC. It's all in my signature under 'Telekineticist' etc...(it IS a smidgen on the WoT side, but I think it's worth the read, just give yourself a clear half hour!:smallwink:)

Regarding this class as it stands, the text needs a lot of cleaning up and it's a little unclear in places, but the idea seems solid if a little limited. Is there a plan for other abilities within this class, because if not I see it having issues at about the same time as the fighter does, when all you can do is hit stuff in new and more painful ways. Not that this is a bad thing, it's just limited (I personally enjoy the bashy bashy approach) since a lot of people want a little more choice with actions at higher levels. Of course, you can pull the whole 'Magneto Effect' from very early levels, so you have plenty of cool factor going.

The damage ratios and numbers of attacks seem reasonable, and I don't think it comes off too strong. I especially approve of the way you have dealt with different materials amongst your orbiting shrapnel btw, makes a lot of sense and is well worded to convey the meaning without need for a small essay. Often-times I have found that wording is the hardest part when writing TK abilities! :smallbiggrin:

I'm aware you often throw these ideas out there, then refine the text over a couple of days (a good way of working if the idea needs to come out in a hurry) so I'll check back once the wording is cleaned up and give a proper review.

DracoDei
2014-08-21, 07:48 PM
Well well well......we have a contender......

AGES back, bobthe6th started a project which ended up a 3 way collaboration which took about a year to complete, and ended in quite a stupendous (and granted, slightly huge) non-power using telekinetic psion base class. If you're looking for things to do with TK wielded weapons then perhaps you'd like to peruse it for inspiration, a reasonable chunk of the (massive) thread may have relevance to you also, along with the other miscellaneous feats and PrC. It's all in my signature under 'Telekineticist' etc...(it IS a smidgen on the WoT side, but I think it's worth the read, just give yourself a clear half hour!:smallwink:)
I'll try to take a look at that for inspiration!


Regarding this class as it stands, the text needs a lot of cleaning up and it's a little unclear in places,
Which places and what about each is unclear/how can I clear each on up. Very often I literally have no way of knowing such things due to a minor disability I have.

Granted, I DO know "if it is in the table, it needs to be in the text" which is something I'm going to be making happen, but it isn't as important to me as making the abilities I've already created paragraphs for clear since once that is done WELL, created the other stuff becomes trivial if it wasn't already. In other words, I'm pretty sure I could write out the Levitate Self stuff when the time comes without any major hiccups, and if I get Orbiting Blades worded exactly right to everyone's satisfaction, then I am DARN sure that both the self-levitation/self-flight stuff can be handled as a matter of mere grunt-work PLUS the same will be true for the Blade Barrier ability.

but the idea seems solid if a little limited. Is there a plan for other abilities within this class, because if not I see it having issues at about the same time as the fighter does, when all you can do is hit stuff in new and more painful ways.
Well, I did give them Levitate and transitioning into Fly effects, and I might accelerate the levels those are gained at. Flight is a really big deal in D&D, and not having to worry about an item for it can free up a bunch of gold for "toys". I suppose I COULD also give them UMD to make that effect even stronger, perhaps with the caviat that skill ranks bought with skill point from this class can ONLY be used for arcane items, not divine ones.

More appropriate to that image might be them being able to grant flight to their allies at some point along the way. Maybe starting out with Feather Fall type stuff, and perhaps also including a "Throw Ally" type option.

I suppose I could give them the ability to telekinetically bull-rush opponents around, but somehow that doesn't fit with the image in my head. They can definitely do disarms, and sunders with any weapon, and trips with appropriate weapons... maybe include a paragraph on doing bull-rushes and over-runs with tower shields at no size penalty (Heavy Shield might be a -4). Or I can put Rope Use on the class skill list and let that play into grappling by entangling and constricting enemies. Yeah... I think I'm getting some possibilities with combat maneuvers here...

But yeah, this class is "make the fighter cry" level stuff, I'm not really going for even "keep up with the sorcerer". That being said, that is a thematic decision, not a mechanical design goal, so I'd welcome ways to improve that.

OH! I'm also planning on giving them an Improved Uncanny Dodge-esque immunity to flanking (all that work multi-tasking widely separated parts of the battle-field pays off), and the ability to do a little sneak-attack damage, but only when flanking someone with two or more of their telekinetically wielded weapons. Granted, that is a passive ability and a "bigger numbers" ability, but it accentuates the "The fighter gets to play a guy with a pointy object, I get to play a bunch of different invisible people with pointy objects all at once... I have fun by virtue of being a squad unto myself" (the druid gets to play a creature with pointy bits, plus be another creature with pointy bits, the wizard gets to play the personification of armegeddon in various forms including boatloads of creatures with pointy bits and spells of their own if you go the summoning route).

All that being said, the ability to threaten 27 squares (81 cubes) at 6th level by triple-wielding swords that are all at least 15' apart is nothing to sneeze at for battle-field control. Throw on some (spiked) guantlets and you even threaten your own natural reach (albeit for pitiful damage). And Blade Barrier is DEFINITELY nothing to sneeze at, especially when it counts as a bunch of things for penetrating DR/Regen and ignores Spell Resistance since it is made out of physical objects rather than force-constructs. Getting back to the "AoOs count as Battlefield Control at sufficient intensities": maybe I should pull a tiny bit more in from the wall's-o-text behemoth that is the Grace-Gift and give them bonus damage on AoOs? Probably just class level to damage, or maybe even just half of that). Or give them "Stand Still" as a bonus feat? Perhaps they get to pick one or the other?



Not that this is a bad thing, it's just limited (I personally enjoy the bashy bashy approach) since a lot of people want a little more choice with actions at higher levels. Of course, you can pull the whole 'Magneto Effect' from very early levels, so you have plenty of cool factor going.

The damage ratios and numbers of attacks seem reasonable, and I don't think it comes off too strong. I especially approve of the way you have dealt with different materials amongst your orbiting shrapnel btw, makes a lot of sense and is well worded to convey the meaning without need for a small essay. Often-times I have found that wording is the hardest part when writing TK abilities! :smallbiggrin:

I'm aware you often throw these ideas out there, then refine the text over a couple of days (a good way of working if the idea needs to come out in a hurry) so I'll check back once the wording is cleaned up and give a proper review.

DracoDei
2014-09-17, 12:49 AM
Ok, I've finally gotten this "ready" for review. Still might be some typoes, but it should be good enough.

Erberor
2014-09-18, 01:33 PM
Alright, so having read through the entire class, I have a few things to say initially, and I'll give a more detailed response later.

First of all, the concept is FASCINATING. I love the whole idea of it.

Secondly, you pull of the concept very, very well. Most all of the abilities are very well written and thought out, in spite of the complexity of what all the class is doing, and give it a respectable power level (in my inexperienced eyes) without being monstrous.

Third, and on a bit more of a sour note, there are a few places where there are some clarity issues. I'll get into more detail in the...you know...detailed response, but The places where I am a bit confused are largely in the Orbiting Blades (and its variations) and certain parts of the telekinetic wield.

The bit in orbiting blades about "This damage is as per the WORST of individual objects, or as per the BEST of ALL types of that have at least 30 pieces in the group" is confusing me. What exactly does this mean? That the damage has all negative properties associated with any given object? That you ignore these negative properties when there are at least thirty? This feels very unclear

Can telekinetic wield be used for fine manipulation like mage hand? If so, why is mage hand even there?


So those are my initial thoughts. Again, I'll be doing a more in-depth critique later on when I have some time.

DracoDei
2014-09-18, 02:44 PM
Thank you very much and I look forward to your more detailed review!

The bit in orbiting blades about "This damage is as per the WORST of individual objects, or as per the BEST of ALL types of that have at least 30 pieces in the group" is confusing me. What exactly does this mean? That the damage has all negative properties associated with any given object? That you ignore these negative properties when there are at least thirty? This feels very unclear.
Well, I give an example directly following. It is all about the damage typing.

Let's say Bob the Bladestorm goes through some low-value scrap metal and selects the 20 most sharp and pointy pieces and puts them in a basket he can wear on his back to make his orbiting blades.

So, Bob is going along and he uses it against some orcs. No problem!

Next up skeletons. He has to reduce the damage by 5 due to their DR, since he is dealing a combination of slashing and piercing and skeletons have DR/Bludgeoning.

The next day he runs into some zombies. The GM rules that at least one of his objects is more pointy than sharp-edged, so he reduces the damage due to their DR.

Having learned his lesson he goes back to the smithy and pays the smith to pick through his scraps again and then have the smith grind long cutting edges on a few of the pieces. The next time he runs into zombies, he bypasses their DR with his 20 sharp-edged pieces of iron.

A few levels later, he adds 20 alchemical silvered daggers into the mix preparatory to going out against some wererats. This proves to be a mistake, since the 20 original pieces of iron get in the way of the hits from the daggers, meaning the were-rats' DR is effective. Bob picks out the normal pieces of scrap and leaves them in a pile by the dungeon entrance to be picked up on their way out. In their next combat against the wererats, Bob's orbiting blades serve him well, although as silvered weapons the overall effect deals 1 point less damage.

As a result of this experience he gets a set of sheaths that cover his entire body to allow him to carry his 20 silvered daggers, and keeps the iron in his back-basket. In this way he gets to pick between dealing one point less damage with his orbiting blades and dealing full damage, but not bypassing DR/silver.

A year and 3 levels later he is ready to upgrade again, and has done his homework this time. He adds 10 silvered blades (as from a dagger) without handles to his silvered daggers (20+10=30) PLUS 30 cold iron blades of similar shape. The whirling blades now count as piercing or slashing, whichever is better against a given target, AND as silver or cold-iron, whichever is better against that target. They also count as magical due to Telekinetic Blade Enhancement.

Does that answer your question? Should I put part/all of the above in a spoiler as a further example in the ability?



Can telekinetic wield be used for fine manipulation like mage hand? If so, why is mage hand even there?
Mage Hand has better range, and since Telekinetic Wield doesn't require concentration or disallow casting spells, you can use Mage Hand to do minor stuff without needing to put down or sheath a weapon.

Veklim
2014-09-18, 06:37 PM
Oooooooh, much better! :smallbiggrin:

Your power levels and damage ratios look to be very reasonable, pretty sure a focused THW charger or arcane blaster out-damages you but your selective damage spread looks tasty. The additional caveat of trip/disarm/bullrush options open you up to lovely BFC play, but it's not the only way of playing which I'm liking....

Think you might see what I meant about the wording issues for TK wielding now, the orbiting blades wording is still clear as mud (though I get it personally) and whereas I see what you're driving at, I'd be tempted to simplify the approach slightly. For instance, instead of saying this;

This damage is as per the WORST of individual objects, or as per the BEST of ALL types of that have at least 30 pieces in the group.
You could say this;
"Any special material must be shared by either at least 30 of your objects or all of them (in the case of less than 30 objects used) to have their normal effect."

Pretty sure that says the same thing but a fair bit clearer. There are other bits I'll bring up when I have more time to read/think/type/edit a decent response but the new additions and clarifications are mostly solid, and I've not noticed any GLARING blunders or oversights anywhere, so it's looking alright just now. :smallwink:

I would say it might be worth looking into granting your featherfall, levitate and fly abilities to allies within a certain area at later levels. For instance, when you gain the levitate ability you may grant feather fall to allies within your TK range, when you gain flight you may grant levitate within TK range and when you hit 19th or 20th level you can make others fly too (at a speed penalty perhaps...?). This would keep the abilities current, since once you have flight the featherfall and levitate abilities are unlikely to be much used except for occasions when you run out of durations (and even then it'll be reasonably rare). I just dislike having snacky at-will abilities from a class which become redundant, and if you stagger the ally option as I suggested above you stay well behind the broken end of the power/utility curve, at least in my mind.

More coming soon, shall read carefully through your feats and ACFs between now and then too, so I'll have more critique yet! :smalltongue:

DracoDei
2014-09-19, 01:59 AM
Oooooooh, much better! :smallbiggrin:

Your power levels and damage ratios look to be very reasonable, pretty sure a focused THW charger or arcane blaster out-damages you but your selective damage spread looks tasty.
By "Selective Damage Spread" do you mean "I can attack one guy with all my weapons, or a bunch of guys who are widely separated or any combination in between, without worrying about 'friendly fire' like someone using Fireball."?

Also, at high levels(either 15th or 17th), I'm thinking that the weapons might end up being forgone a lot of the time in favor of

During character creation/level-up: Take Improved Initiative. If building from scratch or willing to dip fighter to get that feat, also take Endless Dance to double per-day limits.

Round 1: Galaxy of Blades between party and enemies and as near as possible to enemies. PCs move back as far as possible.

Round 2: Galaxy of Blades right behind any enemies that haven't moved through the first one. PCs move back as far as possible.

Round 3: Move closer Galaxy up to further Galaxy...

Round 4: Dismiss closer Galaxy and create new Galaxy in between party and enemies.

Wait... that isn't so great actually. Obviously terrain can mess it up, but even more importantly, you don't actually deal any damage until round 3, and the enemies can just close range on round 3 if they haven't already. I guess having an advancing meat-grinder wall isn't quite so amazing mechanically. Can still be good for a cautious approach to advancing through a dungeon, or just casting it on top of enemies.


The additional caveat of trip/disarm/bullrush options open you up to lovely BFC play, but it's not the only way of playing which I'm liking....

Think you might see what I meant about the wording issues for TK wielding now,
I believe you said it was nicely clear and elegantly written. I took your word for it at the time, and am still doing so. I honestly can't tell about such things hardly at all, which is what makes it so frustrating when I keep getting "clarify" as feedback, with nothing much beyond that.

the orbiting blades wording is still clear as mud (though I get it personally) and whereas I see what you're driving at, I'd be tempted to simplify the approach slightly. For instance, instead of saying this;

This damage is as per the WORST of individual objects, or as per the BEST of ALL types of that have at least 30 pieces in the group.
You could say this;
"Any special material must be shared by either at least 30 of your objects or all of them (in the case of less than 30 objects used) to have their normal effect."
Thanks! I think I just throw that in. More assistance of this sort VERY welcome.


Pretty sure that says the same thing but a fair bit clearer. There are other bits I'll bring up when I have more time to read/think/type/edit a decent response but the new additions and clarifications are mostly solid, and I've not noticed any GLARING blunders or oversights anywhere, so it's looking alright just now. :smallwink:

I would say it might be worth looking into granting your featherfall, levitate and fly abilities to allies within a certain area at later levels. For instance, when you gain the levitate ability you may grant feather fall to allies within your TK range, when you gain flight you may grant levitate within TK range and when you hit 19th or 20th level you can make others fly too (at a speed penalty perhaps...?). This would keep the abilities current, since once you have flight the featherfall and levitate abilities are unlikely to be much used except for occasions when you run out of durations (and even then it'll be reasonably rare). I just dislike having snacky at-will abilities from a class which become redundant, and if you stagger the ally option as I suggested above you stay well behind the broken end of the power/utility curve, at least in my mind.

More coming soon, shall read carefully through your feats and ACFs between now and then too, so I'll have more critique yet! :smalltongue:
The ACFs are more notes than correctly formatted descriptions, but there should be more than enough there to go on:
ACF 1: Any time you would get an additional weapon you can wield, you instead increase the size of the single weapon you wield by one step. When this goes past Colossal, you instead get a second weapon, which starts out as Huge, and then scales up from there. (Note to self: Final version should handle infinite levels of Epic, provided you feed in which levels Epic Level Telekinetic Bladestorms get their additional attacks.)

ACF 2: All your TK wield weapons must be Light, rather than one handed (and you can't take Heavy Weapon to upgrade them). Get an additional weapon in all your modes at the same to-hit. At higher levels you get two extra. I haven't decided what level to give the second extra one.


EDIT: In other news I've run some numbers. I've considerably simplified things by assuming that you aren't wearing Speed armor or finding ways of getting yourself Hasted for most battles (in which case you can skip the Speed enhancement on one or two of your weapons). I realize this isn't true, but it made the numbers much easier. Of course, I haven't taken into account adamintine weapons, which aren't a cost to sneeze at, especially if you are going the Heavy Weapon feat route. Never mind, flat +3,000 GP cost regardless of Light vs One-Handed vs Two-Handed.


Assuming about* half of WBL is devoted to enhancing your masterwork weapons into +1 Speed Weapons and you use the maximum mode you can, then here is how it shakes out (assuming you don't take the ACF that limits you to light weapons in exchange for more weapons):
*Because I didn't count the cost of the masterwork weapons or special materials, only the 32,000 GP for each enhancement.
Levels 1-10:
No Speed weapon.

Levels 11-13:
1 out of 4 of your weapons is Speed.
At level 11 you might not have the gold to enhance any of your other weapons to +1, but that is OK since the biggest thing that provides is an extra point of damage, and the ability to make saves against certain effects. Sure, going down a mode without a save if you run into someone with some way of destroying weapons goes after your non-magical one would be bad, but it wouldn't be the end of the world, and besides which, you should be carrying silvered weapons to serve as back-ups in case you run into something that isn't hurt by magic+cold-iron+whatever alignment or ghost touch you picked.

Level 14:
2 out of 4 of your weapons are Speed.

Level 15:
3 out of 4

Level 16:
You get another weapon in Mode 3.
4 out of 5 of your weapons are Speed.

Level 17:
5 out of 5

Level 18:
5 out of 5, with 3 of those upgraded with another +1 enhancement-equivalent option.

Level 19:
5 out of 5, 1 or 2 with +2 worth or leftover options (depending on if you are willing to go a few thousand over the 50% mark of your WBL), and the other 4 or 3 with +1 extra options.

Level 20:
6 out of 6
You buy 3 *Eternal Wands of Greater Magic Weapon* just so the mage stops whining at you. Not counting this expenditure you end up with 3 with +2 worth of extra options and 3 more with +3 worth of extra options.


EDIT^2
With regard to your idea about letting them share out Feather Fall and such: From a "Well, I'll never use THIS again" perspective it makes sense, and the power-level increase is probably acceptable. Unfortunately, the flavor of it sticks in my craw for reasons I can't quite adequately explain. I'd actually feel more at ease with giving them a very short range move (or swift?) action teleport than letting them share out their spells. Especially when I remember that I never specified the rule for using TK Wield on living creatures. Now using it on ENEMIES is a no-no, but I have no problem with a TK Bladestorm sheathing a few of his weapons and taking to the air with his comrades. Sure, they have to weigh less than 1/4 of a light load, but...
*Checks carrying capacity table*
Ok, so maybe I should give them an upgrade to full wisdom-based carrying capacity (perhaps with a stop-offs at 1/3, 1/2, and/or 3/4) but say that they still can't use anything over 1/4 as a weapon (or just throw a -4 penalty on it which works out to the same thing in most cases). They are already limited as to the size+hands of the weapons they can use, so that shouldn't be a big deal. The 1/4 mechanic mostly works out reducing how much loot you can haul out of the dungeon after you clear it (or across country), and to keeping people from dumping Wisdom as a human, taking Power Attack as their bonus feat, followed by Heavy Weapon a bunch, and then just Power-Attacking to whatever level they need with x2 instead of x1.5 per point of ability modifier and more versatility.

Speaking of which, are you sure that the other builds for the default TK Bladestorm (without ACFs) can challenge the "Take Heavy Weapon a bunch, perhaps with Power Attack" build? You mentioned bull-rush/trip based builds, and then there is always the idea of dropping a feat on Combat Reflexes since you are going to be threatening a ridiculous amount of space.



Notes to self: Start Sneak Attack progression off at +d4 since they have a lot of attacks when they first get it, and so d6 might be too much of a power-jump? I guess it is only +4d6 at the level they get it, assuming all attacks hit but Haste etc are not involved. Of much more concern is, consider how it interacts with Craven...

Cloak of Weaponry (MiC, 2,300 gp) Store 25 lbs of nonliving material that can fit under a cloak. Will not rupture if sharp objects are placed within. Never mind, it only works for ONE item at a time.

EDIT^3(Added July 2015)
Number of Two Handers and One Handers wielded by basic class assuming Heavy Weapon taken at every opportunity, and no multiclassing. (although dipping fighter for two levels after 9 levels of TK Bladestorm could be good based on not having to buy and sell one handed weapons as leveling up, at least for a while).


Level
2H
1H


1
1
0


2
1
1


3-5
2
0


6-9
3
0


10-11
3
1


12-15
4
0


16-17
4
1


18-19
5
0


20
5
1


21+
6
0

DracoDei
2014-09-21, 06:04 AM
Thought I'd set this up for my own analysis, plus for anyone who is having difficulty wrapping their head around what this looks like on the battlemap.

THIS (https://docs.google.com/spreadsheet/ccc?key=0AicFR8jpZrGHdFVTT0dwcnBPQVBlS2t6UkhlbDVod UE#gid=2) is much better than the below tables. It gives multiple formations for various telekinetic ranges and combinations of weapons.

I'm not sure what the actual reach for a Large reach weapon looks like though...


TK = Telekinetic Bladestorm
/ = telekinetically wielded sword or other non-reach weapon
-_= Telekinetically wielded glaive or other reach weapon
sc=telekinetically wielded spiked chain
* = threatened squares

All of these assume a small or medium character

Two weapons 10' TK Reach (so Mode 2 from class level 2 to 3). Note that more range doesn't necessarily help since the limiting factor is the amount of threatened are you can get with two non-reach weapons.



a
b
c
d
e
f
g
h
i


1











2











3

*
*
*
*
*
*




4

*
/
*
*
/
*




5

*
*
*
*
*
*




6




TK






7











8











9











8











0











!















1 reach and 1 non-reach weapon 10' Telekinetic Reach.



a
b
c
d
e
f
g
h
i


1











2

*
*
*
*
*





3

*



*
*
*
*




4

*

-_

*
*
/
*




5

*



*
*
*
*


6

*
*
*
*
TK





7











8











9











0











!

DracoDei
2015-03-25, 02:40 PM
Finally decided to do something about how the Craven feat interacts with this class given its large number of attacks coupled with very small numbers of sneak-attack dice relative to class level (no sneak attack at all until 11th level). I would welcome suggestions for simplifying it while still covering all the bases, including the possibility of Telekinetic Bladestorm 11/Rogue 9 builds.

Actually as few TK Bladestorm levels as 8 could work since that is when they get the ability to flank with two weapons.

Here is what I have at the moment:

*Regarding the Craven feat: If you 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 you can choose to treat that attack as if Telekinetic Bladestorm did not give any sneak attack. This removes both the associated damage and (unless you 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 your telekinetically wielded weapons from dealing sneak-attack damage from other sources provided you meet the requirements (initially this means that you 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.