Jormengand
2017-12-11, 01:24 PM
LevelBABFortRefWillSpecial
Telekinesis Weight
Telekinesis Speed
1st+0+2+0+2Psychic Hammer 1d2/5 ft, Telekinetic Force
*0.11
10 ft/round
2nd+1+3+0+3Ranged Legerdemain 1/day
*0.25
30 ft/round
3rd+2+3+1+3Telekinetic Reflection +1
*0.39
60 ft/round
4th+3+4+1+4Psychic Hammer 2d4/10 ft
*0.55
80 ft/round
5th+3+4+1+4Telekinetic Storm +1 steps
*0.73
120 ft/round
6th+4+5+2+5Ranged Legerdemain 2/day
*0.93
150 ft/round
7th+5+5+2+5Telekinetic Reflection +2
*1.16
190 ft/round
8th+6/+1+6+2+6Psychic Hammer 3d6/15 ft
*1.41
230 ft/round
9th+6/+1+6+3+6Telekinetic Storm +2 steps
*1.69
270 ft/round
10th+7/+2+7+3+7Ranged Legerdemain 3/day
*2
320 ft/round
11th+8/+3+7+3+7Telekinetic Reflection +3
*2.35
370 ft/round
12th+9/+4+8+4+8Psychic Hammer 4d8/20 ft
*2.74
420 ft/round
13th+9/+4+8+4+8Telekinetic Storm +3 steps
*3.17
470 ft/round
14th+10/+5+9+4+9Ranged Legerdemain 4/day
*3.66
530 ft/round
15th+11/+6/+1+9+5+9Telekinetic Reflection +4
*4.2
590 ft/round
16th+12/+7/+2+10+5+10Psychic Hammer 5d10/25 ft
*4.8
640 ft/round
17th+12/+7/+2+10+5+10Telekinetic Storm +4 steps
*5.47
710 ft/round
18th+13/+8/+3+11+6+11Ranged Legerdemain 5/day
*6.22
770 ft/round
19th+14/+9/+4+11+6+11Telekinetic Reflection +5
*7.06
830 ft/round
20th+15/+10/+5+12+6+12Psychic Hammer 6d12/30 ft
*8
900 ft/round
Alignment: Any
Hit Die: 1d8
Class Skills:
The telekine’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Knowledge (Psionics) (Int), Open Lock (Dex), Profession (Wis), Sleight of Hand (Dex), and Spot (Wis).
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armour Proficiency
Telekines are proficient with all simple weapons as well as the rapier, the scimitar, and the short sword. They are also proficient with light armour. A telekine needs their offhand to be free for their telekinetic abilities to function properly, but wearing medium or heavy armour doesn't interfere with their abilities apart from the nonproficiency penalty.
Telekinetic Force (Su)
Telekines' signature power is, of course, telekinesis. A telekine can lift from afar an amount determined by their charisma score and the multiplier listed under Telekinesis Weight on Table: The Telekine. To find out how much a telekine can lift, take the values on Table: Carrying Capacity, ignoring the telekine's size and number of legs and using their charisma in place of their strength, and multiply them by the number given under Telekinesis Weight. For example, a tenth-level telekine with 20 charisma uses 266, 532 and 800. The telekine can lift a "Light load" telekinetically at up to the speed listed on Table: The Telekine, a "Medium load" at a half of that speed and a "Heavy load" at a quarter of that speed. Round down to the next 5 ft increment.
Telekines can wield weapons like this by throwing them physically at their enemies. In this case, the telekine is considered essentially to be whacking the enemy with the item directly, using the telekine's charisma modifier in place of their strength modifier, and is considered proficient with the item no matter what.
A telekine can wield multiple items and control them independently as a single standard action but their weights are combined to determine the speed at which they move. A telekine can move willing creatures but not unwilling creatures. Objects and creatures being moved do not fall between turns.
This ability works on anything up to 1000 ft + 100 ft/level away.
Psychic Hammer (Ps)
At first level, and every fourth level, the telekine unlocks a powerful telekinetic attack which deals the amount of damage listed and knocks the target back the distance listed; the range is medium (100 ft + 10 ft/level). A fortitude save (DC 10 + half the telekine's level + the telekine's charisma modifer) halves the damage and knockback. The telekine can choose to do no damage or to knock the target back only part of the distance or both.
Ranged Legerdemain (Su)
A telekine can perform one of the following class skills at a range of 60 feet: Disable Device, Open Lock, or Sleight of Hand. A telekine cannot take 10 on this check. Any object to be manipulated must weigh less than the telekine's telekinetic light load.
A telekine can use ranged legerdemain once per day at second level and once more per day every four levels thereafter.
Telekinetic Reflection (Su)
A telekine gets a +1 deflection bonus to AC at 3rd level, which increases by 1 every 4 levels thereafter. Further, any attack which misses due to this deflection bonus (for example, at 7th level, any attack roll whose total result is 1 or 2 points below the telekine's armour class except for a natural 20 or 1) is reflected onto the attacker, who immediately hits themself.
Telekinetic Storm (Ps)
A telekine can increase or decrease the wind speed by 1 step at 5th level and 1 more step every 4 levels thereafter as a standard action in an area up to 60 feet in diameter within medium range for one round.
Telekinesis Weight
Telekinesis Speed
1st+0+2+0+2Psychic Hammer 1d2/5 ft, Telekinetic Force
*0.11
10 ft/round
2nd+1+3+0+3Ranged Legerdemain 1/day
*0.25
30 ft/round
3rd+2+3+1+3Telekinetic Reflection +1
*0.39
60 ft/round
4th+3+4+1+4Psychic Hammer 2d4/10 ft
*0.55
80 ft/round
5th+3+4+1+4Telekinetic Storm +1 steps
*0.73
120 ft/round
6th+4+5+2+5Ranged Legerdemain 2/day
*0.93
150 ft/round
7th+5+5+2+5Telekinetic Reflection +2
*1.16
190 ft/round
8th+6/+1+6+2+6Psychic Hammer 3d6/15 ft
*1.41
230 ft/round
9th+6/+1+6+3+6Telekinetic Storm +2 steps
*1.69
270 ft/round
10th+7/+2+7+3+7Ranged Legerdemain 3/day
*2
320 ft/round
11th+8/+3+7+3+7Telekinetic Reflection +3
*2.35
370 ft/round
12th+9/+4+8+4+8Psychic Hammer 4d8/20 ft
*2.74
420 ft/round
13th+9/+4+8+4+8Telekinetic Storm +3 steps
*3.17
470 ft/round
14th+10/+5+9+4+9Ranged Legerdemain 4/day
*3.66
530 ft/round
15th+11/+6/+1+9+5+9Telekinetic Reflection +4
*4.2
590 ft/round
16th+12/+7/+2+10+5+10Psychic Hammer 5d10/25 ft
*4.8
640 ft/round
17th+12/+7/+2+10+5+10Telekinetic Storm +4 steps
*5.47
710 ft/round
18th+13/+8/+3+11+6+11Ranged Legerdemain 5/day
*6.22
770 ft/round
19th+14/+9/+4+11+6+11Telekinetic Reflection +5
*7.06
830 ft/round
20th+15/+10/+5+12+6+12Psychic Hammer 6d12/30 ft
*8
900 ft/round
Alignment: Any
Hit Die: 1d8
Class Skills:
The telekine’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Knowledge (Psionics) (Int), Open Lock (Dex), Profession (Wis), Sleight of Hand (Dex), and Spot (Wis).
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armour Proficiency
Telekines are proficient with all simple weapons as well as the rapier, the scimitar, and the short sword. They are also proficient with light armour. A telekine needs their offhand to be free for their telekinetic abilities to function properly, but wearing medium or heavy armour doesn't interfere with their abilities apart from the nonproficiency penalty.
Telekinetic Force (Su)
Telekines' signature power is, of course, telekinesis. A telekine can lift from afar an amount determined by their charisma score and the multiplier listed under Telekinesis Weight on Table: The Telekine. To find out how much a telekine can lift, take the values on Table: Carrying Capacity, ignoring the telekine's size and number of legs and using their charisma in place of their strength, and multiply them by the number given under Telekinesis Weight. For example, a tenth-level telekine with 20 charisma uses 266, 532 and 800. The telekine can lift a "Light load" telekinetically at up to the speed listed on Table: The Telekine, a "Medium load" at a half of that speed and a "Heavy load" at a quarter of that speed. Round down to the next 5 ft increment.
Telekines can wield weapons like this by throwing them physically at their enemies. In this case, the telekine is considered essentially to be whacking the enemy with the item directly, using the telekine's charisma modifier in place of their strength modifier, and is considered proficient with the item no matter what.
A telekine can wield multiple items and control them independently as a single standard action but their weights are combined to determine the speed at which they move. A telekine can move willing creatures but not unwilling creatures. Objects and creatures being moved do not fall between turns.
This ability works on anything up to 1000 ft + 100 ft/level away.
Psychic Hammer (Ps)
At first level, and every fourth level, the telekine unlocks a powerful telekinetic attack which deals the amount of damage listed and knocks the target back the distance listed; the range is medium (100 ft + 10 ft/level). A fortitude save (DC 10 + half the telekine's level + the telekine's charisma modifer) halves the damage and knockback. The telekine can choose to do no damage or to knock the target back only part of the distance or both.
Ranged Legerdemain (Su)
A telekine can perform one of the following class skills at a range of 60 feet: Disable Device, Open Lock, or Sleight of Hand. A telekine cannot take 10 on this check. Any object to be manipulated must weigh less than the telekine's telekinetic light load.
A telekine can use ranged legerdemain once per day at second level and once more per day every four levels thereafter.
Telekinetic Reflection (Su)
A telekine gets a +1 deflection bonus to AC at 3rd level, which increases by 1 every 4 levels thereafter. Further, any attack which misses due to this deflection bonus (for example, at 7th level, any attack roll whose total result is 1 or 2 points below the telekine's armour class except for a natural 20 or 1) is reflected onto the attacker, who immediately hits themself.
Telekinetic Storm (Ps)
A telekine can increase or decrease the wind speed by 1 step at 5th level and 1 more step every 4 levels thereafter as a standard action in an area up to 60 feet in diameter within medium range for one round.