Rowanomicon
2008-03-14, 12:03 AM
There are those who's minds can affect the physical world. These people are usually highly intellectual individuals. They are often very studious, especially after they have discovered their power. Generally Telekinetics become entranced with studying the mind and all of it's aspects. Many also study magic and psionics since they are similar to their own gifts.
Almost all Telekinetics hide their powers form the general public, though there have been a few that wield their great power openly and with ego. Such power hungry individuals are often delusional and think themselves omnipotents as though the material plane were simply an extension of their mind. This is the danger inherent in delving into the powers that allow the mind to affect the physical realm.
The public tends to fear and envy Telekinetics which gives Telekinetics yet another reason to hide their powers.
There is no secret society of Telekinetics and most either view others of their kind as rivals or simply seek to avoid them all together.
HD
d6
Class Skills
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Disable Device (Int), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (any) (Int), Listen (Wis), Open Lock (Dex), Search (Int), Sense Motive (Wis), Spellcraft (int), Spot (Wis), Swim (Str), Use Rope (Dex)
Skill Points at 1st Level
(2 + Int mod) x 4
Skill Points at Each Additional Level
2 + Int mod
The Telekinetic
{table=head]
Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special|
Invocations Known
1st|
+0|
+0|
+0|
+2|Telekinetic Blast 1d6, Ignore Spell Failure Chance 5%, Telekinetic Cantrips|
1
2nd|
+1|
+0|
+0|
+3||
2
3rd|
+2|
+1|
+1|
+3|Telekinetic Blast 2d6, Ignore Spell Failure Chance 10%|
2
4th|
+3|
+1|
+1|
+4|Bonus Feat|
3
5th|
+3|
+1|
+1|
+4|Ignore Spell Failure Chance 15%|
3
6th|
+4|
+2|
+2|
+5|Telekinetic Blast 3d6|
4
7th|
+5|
+2|
+2|
+5|Ignore Spell Failure Chance 20%|
4
8th|
+6/+1|
+2|
+2|
+6|Bonus Feat|
5
9th|
+6/+1|
+3|
+3|
+6|Ignore Spell Failure Chance 25%, Telekinetic Blast 4d6|
5
10th|
+7/+2|
+3|
+3|
+7||
6
11th|
+8/+3|
+3|
+3|
+7|Ignore Spell Failure Chance 30%|
6
12th|
+9/+4|
+4|
+4|
+8|Telekinetic Blast 5d6, Bonus Feat|
7
13th|
+9/+4|
+4|
+4|
+8|Ignore Spell Failure Chance 35%|
7
14th|
+10/+5|
+4|
+4|
+9||
8
15th|
+11/+6/+1|
+5|
+5|
+9|Ignore Spell Failure Chance 40%, Telekinetic Blast 6d6|
8
16th|
+12/+7/+2|
+5|
+5|
+10|Bonus Feat|
9
17th|
+12/+7/+2|
+5|
+5|
+10|Ignore Spell Failure Chance 45%|
9
18th|
+13/+8/+3|
+6|
+6|
+11|Telekinetic Blast 7d6|
10
19th|
+14/+9/+4|
+6|
+6|
+11|Ignore Spell Failure Chance 50%|
10
20th|
+15/+10/+5|
+6|
+6|
+12|Telekinetic Blast 8d6, Ignore Spell Failure Chance 55%, Bonus Feat|
11[/table]
Class Features
Weapons and Armor Proficiency
Telekinetics are proficient with all Simple Weapons and Light Armor.
Telekinetic Blast
One of the first things a Telekinetic learns to do is use the force of their mind as an attack. This is a spell like ability of a level equal to half the Telekinetic's Class Level, round down, with a minimum of 1st and a maximum of 9th. It is a ranged touch attack, but uses the Telekinetic's Intelligence modifier rather than Dexterity. It has a range of 60 feet.
Telekinetic Blast is subject to spell resistance although the Spell Penetration feat and other effects that improve caster level checks to overcome SR can also apply. Ability Focus and feats that mimic Metamagic feats for Spell-Like Abilities can be used
Ignore Spell Failure Chance
This represents the Telekinetic not needing as much of a somatic component for their Invocations and Blast as they improve in skill. A Telekinetic subtracts the percent of Spell Failure Chance from the total Spell Failure Chance incurred by all their equipment combined.
Telekinetic Cantrips
A Telekinetic can use
Mage Hand (http://www.d20srd.org/srd/spells/mageHand.htm) and Open/Close (http://www.d20srd.org/srd/spells/openClose.htm) at will.
Bonus feats
These Bonus Feats must be Ability Focus, Empower Spell-Like Ability, Enlarge Spell-Like Ability, Extend Spell-Like Ability, Heighten Spell-Line Ability, Maximize Spell-Like Ability, Quicken Spell-Like Ability, Silent Spell-Like Ability, Still Spell-Like Ability, Widen Spell-Like Ability, Spell Penetration, or Extra Invocation.
Telekinetic Invocations
Telekinetic Essence Invocations[b]
[b]Least Telekinetic Essence Invocations[b]
[b]Lesser Telekinetic Essence Invocations
Greater Telekinetic Essence Invocations
Repelling Blast: Target must make a Reflex Save or be knocked back.
Dark Telekinetic Essence Invocations
Blast Shape Invocations
Least Blast Shape Invocations
Telekinetic Spear: Blast Range increases to 250 feet.
Lesser Blast Shape Invocations
Greater Blast Shape Invocations
Dark Blast Shape Invocations
Telekinetic Doom: Blast effects all enemies within 20 feet.
Other Invocations
Least Invocations
Telekinetic Armor (http://www.d20srd.org/srd/spells/mageArmor.htm)
Feather Fall (http://www.d20srd.org/srd/spells/featherFall.htm)
Shield (http://www.d20srd.org/srd/spells/shield.htm)
Hold Portal (http://www.d20srd.org/srd/spells/holdPortal.htm)
Knock (http://www.d20srd.org/srd/spells/knock.htm)
Levitate (http://www.d20srd.org/srd/spells/levitate.htm)
Lesser Invocations
Air Walk (http://www.d20srd.org/srd/spells/airWalk.htm)
Resiliant Sphere (http://www.d20srd.org/srd/spells/resilientSphere.htm)
Fly (http://www.d20srd.org/srd/spells/fly.htm)
Greater Invocations
Overland Flight (http://www.d20srd.org/srd/spells/overlandFlight.htm)
Telekinesis (http://www.d20srd.org/srd/spells/telekinesis.htm)
Repulsion (http://www.d20srd.org/srd/spells/repulsion.htm)
Wall of Force (http://www.d20srd.org/srd/spells/wallOfForce.htm)
Dark Invocations
Forcecage (http://www.d20srd.org/srd/spells/forcecage.htm)
Telekinetic Sphere (http://www.d20srd.org/srd/spells/telekineticSphere.htm)
Other spells for my reference later:
Detect Thoughts (http://www.d20srd.org/srd/spells/detectThoughts.htm)
Discern Lies (http://www.d20srd.org/srd/spells/discernLies.htm)
That was just from a quick scan of the spells in the SRD, I will look at Psionic Powers later as well, did I miss any spells that could be seen as Telekinetic?
Almost all Telekinetics hide their powers form the general public, though there have been a few that wield their great power openly and with ego. Such power hungry individuals are often delusional and think themselves omnipotents as though the material plane were simply an extension of their mind. This is the danger inherent in delving into the powers that allow the mind to affect the physical realm.
The public tends to fear and envy Telekinetics which gives Telekinetics yet another reason to hide their powers.
There is no secret society of Telekinetics and most either view others of their kind as rivals or simply seek to avoid them all together.
HD
d6
Class Skills
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Disable Device (Int), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (any) (Int), Listen (Wis), Open Lock (Dex), Search (Int), Sense Motive (Wis), Spellcraft (int), Spot (Wis), Swim (Str), Use Rope (Dex)
Skill Points at 1st Level
(2 + Int mod) x 4
Skill Points at Each Additional Level
2 + Int mod
The Telekinetic
{table=head]
Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special|
Invocations Known
1st|
+0|
+0|
+0|
+2|Telekinetic Blast 1d6, Ignore Spell Failure Chance 5%, Telekinetic Cantrips|
1
2nd|
+1|
+0|
+0|
+3||
2
3rd|
+2|
+1|
+1|
+3|Telekinetic Blast 2d6, Ignore Spell Failure Chance 10%|
2
4th|
+3|
+1|
+1|
+4|Bonus Feat|
3
5th|
+3|
+1|
+1|
+4|Ignore Spell Failure Chance 15%|
3
6th|
+4|
+2|
+2|
+5|Telekinetic Blast 3d6|
4
7th|
+5|
+2|
+2|
+5|Ignore Spell Failure Chance 20%|
4
8th|
+6/+1|
+2|
+2|
+6|Bonus Feat|
5
9th|
+6/+1|
+3|
+3|
+6|Ignore Spell Failure Chance 25%, Telekinetic Blast 4d6|
5
10th|
+7/+2|
+3|
+3|
+7||
6
11th|
+8/+3|
+3|
+3|
+7|Ignore Spell Failure Chance 30%|
6
12th|
+9/+4|
+4|
+4|
+8|Telekinetic Blast 5d6, Bonus Feat|
7
13th|
+9/+4|
+4|
+4|
+8|Ignore Spell Failure Chance 35%|
7
14th|
+10/+5|
+4|
+4|
+9||
8
15th|
+11/+6/+1|
+5|
+5|
+9|Ignore Spell Failure Chance 40%, Telekinetic Blast 6d6|
8
16th|
+12/+7/+2|
+5|
+5|
+10|Bonus Feat|
9
17th|
+12/+7/+2|
+5|
+5|
+10|Ignore Spell Failure Chance 45%|
9
18th|
+13/+8/+3|
+6|
+6|
+11|Telekinetic Blast 7d6|
10
19th|
+14/+9/+4|
+6|
+6|
+11|Ignore Spell Failure Chance 50%|
10
20th|
+15/+10/+5|
+6|
+6|
+12|Telekinetic Blast 8d6, Ignore Spell Failure Chance 55%, Bonus Feat|
11[/table]
Class Features
Weapons and Armor Proficiency
Telekinetics are proficient with all Simple Weapons and Light Armor.
Telekinetic Blast
One of the first things a Telekinetic learns to do is use the force of their mind as an attack. This is a spell like ability of a level equal to half the Telekinetic's Class Level, round down, with a minimum of 1st and a maximum of 9th. It is a ranged touch attack, but uses the Telekinetic's Intelligence modifier rather than Dexterity. It has a range of 60 feet.
Telekinetic Blast is subject to spell resistance although the Spell Penetration feat and other effects that improve caster level checks to overcome SR can also apply. Ability Focus and feats that mimic Metamagic feats for Spell-Like Abilities can be used
Ignore Spell Failure Chance
This represents the Telekinetic not needing as much of a somatic component for their Invocations and Blast as they improve in skill. A Telekinetic subtracts the percent of Spell Failure Chance from the total Spell Failure Chance incurred by all their equipment combined.
Telekinetic Cantrips
A Telekinetic can use
Mage Hand (http://www.d20srd.org/srd/spells/mageHand.htm) and Open/Close (http://www.d20srd.org/srd/spells/openClose.htm) at will.
Bonus feats
These Bonus Feats must be Ability Focus, Empower Spell-Like Ability, Enlarge Spell-Like Ability, Extend Spell-Like Ability, Heighten Spell-Line Ability, Maximize Spell-Like Ability, Quicken Spell-Like Ability, Silent Spell-Like Ability, Still Spell-Like Ability, Widen Spell-Like Ability, Spell Penetration, or Extra Invocation.
Telekinetic Invocations
Telekinetic Essence Invocations[b]
[b]Least Telekinetic Essence Invocations[b]
[b]Lesser Telekinetic Essence Invocations
Greater Telekinetic Essence Invocations
Repelling Blast: Target must make a Reflex Save or be knocked back.
Dark Telekinetic Essence Invocations
Blast Shape Invocations
Least Blast Shape Invocations
Telekinetic Spear: Blast Range increases to 250 feet.
Lesser Blast Shape Invocations
Greater Blast Shape Invocations
Dark Blast Shape Invocations
Telekinetic Doom: Blast effects all enemies within 20 feet.
Other Invocations
Least Invocations
Telekinetic Armor (http://www.d20srd.org/srd/spells/mageArmor.htm)
Feather Fall (http://www.d20srd.org/srd/spells/featherFall.htm)
Shield (http://www.d20srd.org/srd/spells/shield.htm)
Hold Portal (http://www.d20srd.org/srd/spells/holdPortal.htm)
Knock (http://www.d20srd.org/srd/spells/knock.htm)
Levitate (http://www.d20srd.org/srd/spells/levitate.htm)
Lesser Invocations
Air Walk (http://www.d20srd.org/srd/spells/airWalk.htm)
Resiliant Sphere (http://www.d20srd.org/srd/spells/resilientSphere.htm)
Fly (http://www.d20srd.org/srd/spells/fly.htm)
Greater Invocations
Overland Flight (http://www.d20srd.org/srd/spells/overlandFlight.htm)
Telekinesis (http://www.d20srd.org/srd/spells/telekinesis.htm)
Repulsion (http://www.d20srd.org/srd/spells/repulsion.htm)
Wall of Force (http://www.d20srd.org/srd/spells/wallOfForce.htm)
Dark Invocations
Forcecage (http://www.d20srd.org/srd/spells/forcecage.htm)
Telekinetic Sphere (http://www.d20srd.org/srd/spells/telekineticSphere.htm)
Other spells for my reference later:
Detect Thoughts (http://www.d20srd.org/srd/spells/detectThoughts.htm)
Discern Lies (http://www.d20srd.org/srd/spells/discernLies.htm)
That was just from a quick scan of the spells in the SRD, I will look at Psionic Powers later as well, did I miss any spells that could be seen as Telekinetic?