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  1. - Top - End - #1
    Bugbear in the Playground
     
    Rowanomicon's Avatar

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    Default Telekinetic (Base Class) [PEACH]

    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 and Open/Close 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
    [b]Telekinetic Essence Invocations[b]
    [b]Least Telekinetic Essence Invocations[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
    Feather Fall
    Shield
    Hold Portal
    Knock
    Levitate

    Lesser Invocations
    Air Walk
    Resiliant Sphere
    Fly

    Greater Invocations
    Overland Flight
    Telekinesis
    Repulsion
    Wall of Force

    Dark Invocations
    Forcecage
    Telekinetic Sphere


    Other spells for my reference later:
    Detect Thoughts
    Discern Lies

    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?
    Last edited by Rowanomicon; 2008-03-17 at 03:40 AM.
    Quote Originally Posted by EvilElitest View Post
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    Ogre in the Playground
     
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    Default Re: Telekinetic (Base Class) [PEACH]

    couple of things to begin with:

    give it some fluff. one, cuz it's good to have it. two, cuz you have a telekinetic class that has tele*pathic* abilities, detect thoughts, etc. i would say that this doesn't fit with the theme, but i don't know, cuz all i have to go off of is the name.

    next, why 11d6 damage at 20th level? that's too high in my opinion, but that might be premature as there is no accompanying text yet. so i will not harp on that.

    next, and lastly for now, what in the world is he getting a +10 bonus to intelligence for over the progression? seems out of place within a base class to me. especially when there are other mental-focused classes (psion, wizard, etc) that do not receive such a --huge-- bonus.

    talk to me about that stuff primarily and it will determine where a lot of the rest of my thoughts are going.

    thanks, aaron out.
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    Dwarf in the Playground
     
    BlackDragon

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    Default Re: Telekinetic (Base Class) [PEACH]

    I'm sorry if I sound harsh, but I really believe that just giving the class spells to use as invocations is a terrible idea.

    Unlimited use invisibility is one thing, but Disintegrate, Forcecage, and Implosion? No way.

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    Default Re: Telekinetic (Base Class) [PEACH]

    I agree with Stycotl on how most of the abilities are telepathic rather tan telekinetic, for example the int bonus. Why not make it a Cha bonus instead. Also, it's not fluffed which makes it kinda hard to read. One last criticism is that it sounds quite a lot like a Warlock just with different invocations especially since there's a telekinetic blast as well.

    Otherwise it's a great idea.
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    Default Re: Telekinetic (Base Class) [PEACH]

    I'm sorry if I sound harsh, but I really believe that just giving the class spells to use as invocations is a terrible idea.

    Unlimited use invisibility is one thing, but Disintegrate, Forcecage, and Implosion? No way.
    +1, but without the apology for being harsh. It's too powerful. Change it.

    This seems better suited to a PrC, than a base class.
    Last edited by Nebo_; 2008-03-15 at 03:59 AM.

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    Barbarian in the Playground
     
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    Default Re: Telekinetic (Base Class) [PEACH]

    Forgive my squirrley ignroance, but what in the blue blazes is "PEACH?"
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    Bugbear in the Playground
     
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    Default Re: Telekinetic (Base Class) [PEACH]

    I made some changes that I thought of since I posted. Namely reducing the Telekinetic Blast and taking away the Int bonuses. I'm glad to see that you all seem to agree with that.
    I'm going to change the Bonus Feat progression, but I'm not sure what to.

    PEACH means Please Evaluate and Critique Honestly.

    How are most of the abilities telepathic? The only telepathic spells referenced in this thread are at the bottom of my post as "other spells for my reference" as in "not even part of this class yet if they ever will be."

    Overlord:
    well some spells fit and are not over powering. Do you think it is the idea itself or some of the specific spells? I am going to go through the spell list today and remove some.

    Stycotl, already addressed pretty much everything you said.

    Thanks for the input so far guys. I'm a little lacking on computer access these days, but I'm going to try to get this completed soon.
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    Default Re: Telekinetic (Base Class) [PEACH]

    Could be worse, fairly interesting, but I wouldn't allow it in a game I DM. It's unbalanced and unpolished.

    But you have a spectacular idea here, and it could go far. More invocation classes=always better.
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    Bugbear in the Playground
     
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    Default Re: Telekinetic (Base Class) [PEACH]

    This is an idea I've had for a long time and I just recently decided to try to use the Warlock as a template to bring it to life.

    I will do my best to balance and polish it.
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    Default Re: Telekinetic (Base Class) [PEACH]

    i think that we all understand that this is a work in progress. i know when i post something on the boards, i have only rarely gotten to the stage where i already think that it is in usable form. it is there to be torn apart and reassembled by you guys, my fellow playgrounders.

    true, your telepath abilities are all in the mental note stage, but my question is, why are they there at all? i don't see the relevance to a tele*kiniticist*. yes, they are both mental manipulators, but if you are going to incorporate them both, the name telekinetic is a bit misleading/confusing.

    again though, fluff text will help.

    and the 11d6 damage blast is still an unanswered issue. we are all patient though, and await your continued development and responses.

    i do like the idea of this as a prc. you could even make it a psi-invoker prc, something that either continues psi progression with some invoker coolness, or one that continues invoker progression with some psi abilities. i personally like the second idea, and i am not fond of trying to continue both invoker and psi progression, as that would probably strip the prc of the room for some of the cool abilities that i am imagining.

    anyway, that's my input for now.

    aaron out.
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    Default Re: Telekinetic (Base Class) [PEACH]

    Well the 11d6 has now been changed to 8d6. I hardly think that that is overpowered for a 9th level Spell-Like Ability. It is in fact 1d6 less than the Warlock's Eldritch Blast is at 20th level.

    Well in many media Telekinetics also have mild telepathic abilities. I was thinking thinking about possibly throwing Detect Thoughts in there at maybe 19th level or something. The reasoning would be that the Telekinetic has expanded the power of their mind so much that they also gain access to the lower leveled abilities of telepaths. This was just a passing idea though and probably wont make it in. Still it remains there for my reference for now.

    I added some fluff text at the top of the OP.
    More will come eventually.

    I have more ideas for class feature, but have yet to figure out their exact use and their progression.
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    Default Re: Telekinetic (Base Class) [PEACH]

    i'd keep the blast at 9d6 unless there is a balance reason that you are thinking about.

    telepathic/kinetic sounds cool. i think they work well together, i just wanted to have clarified what the intent was. if you are going to do both, i would make the telepathic part more prevalent. maybe the blast and some kineticist-type powers, plus a few chosen invok's become the telekinetic half, and then a few spell-like abilities, mindlink, detect thoughts, some sort of precognitive powers, or something, plus a few telepathic invok's could round out the telepath part.
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    Default Re: Telekinetic (Base Class) [PEACH]

    Sorry for the double post, but I thought this warranted a bump and it's own separate post. Here's The class without the Telekinetic Blast, tell me what you think?

    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
    |Ignore Spell Failure Chance 5%, Telekinetic Cantrips, Special Ability|
    1

    2nd
    |
    +1
    |
    +0
    |
    +0
    |
    +3
    |Special Ability|
    2

    3rd
    |
    +2
    |
    +1
    |
    +1
    |
    +3
    |Ignore Spell Failure Chance 10%, Special Ability|
    2

    4th
    |
    +3
    |
    +1
    |
    +1
    |
    +4
    |Special Ability|
    3

    5th
    |
    +3
    |
    +1
    |
    +1
    |
    +4
    |Ignore Spell Failure Chance 15%, Special Ability|
    3

    6th
    |
    +4
    |
    +2
    |
    +2
    |
    +5
    |Special Ability|
    4

    7th
    |
    +5
    |
    +2
    |
    +2
    |
    +5
    |Ignore Spell Failure Chance 20%, Special Ability|
    4

    8th
    |
    +6/+1
    |
    +2
    |
    +2
    |
    +6
    |Special Ability|
    5

    9th
    |
    +6/+1
    |
    +3
    |
    +3
    |
    +6
    |Ignore Spell Failure Chance 25%, Special Ability|
    5

    10th
    |
    +7/+2
    |
    +3
    |
    +3
    |
    +7
    |Special Ability|
    6

    11th
    |
    +8/+3
    |
    +3
    |
    +3
    |
    +7
    |Ignore Spell Failure Chance 30%, Special Ability|
    6

    12th
    |
    +9/+4
    |
    +4
    |
    +4
    |
    +8
    |Special Ability|
    7

    13th
    |
    +9/+4
    |
    +4
    |
    +4
    |
    +8
    |Ignore Spell Failure Chance 35%, Special Ability|
    7

    14th
    |
    +10/+5
    |
    +4
    |
    +4
    |
    +9
    ||
    8

    15th
    |
    +11/+6/+1
    |
    +5
    |
    +5
    |
    +9
    |Ignore Spell Failure Chance 40%, Special Ability|
    8

    16th
    |
    +12/+7/+2
    |
    +5
    |
    +5
    |
    +10
    |Special Ability|
    9

    17th
    |
    +12/+7/+2
    |
    +5
    |
    +5
    |
    +10
    |Ignore Spell Failure Chance 45%, Special Ability|
    9

    18th
    |
    +13/+8/+3
    |
    +6
    |
    +6
    |
    +11
    |Special Ability|
    10

    19th
    |
    +14/+9/+4
    |
    +6
    |
    +6
    |
    +11
    |Ignore Spell Failure Chance 50%, Special Ability|
    10

    20th
    |
    +15/+10/+5
    |
    +6
    |
    +6
    |
    +12
    |Ignore Spell Failure Chance 55%, Special Ability|
    11
    [/table]

    Class Features

    Weapons and Armor Proficiency
    Telekinetics are proficient with all Simple Weapons and Light Armor.

    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 and Open/Close at will.

    Special Ability
    At ever level a Telekinetic gains a special ability. He may choose from the following list:
    1. Telekinetic Resistance
    -The Telekinetic may add his Int mod to all saves

    2.Telekinetic Guidance
    -The Telekinetic may add his Int mod to all attacks (excluding his Telekinetic Blast and other spells/spell-like abilities)

    3. Telekinetic Defense
    -The Telekinetic may add his Int mod to his AC. He loses this bonus if caught flat footed.

    4. Telekinetic Response
    -The Telekinetic may add his Int mod to his Initiative.

    5. Telekinetic Support
    -The Telekinetic may add his Int mod and Class Level to all Climb, Swim, Jump, and Balance checks

    6. Telekinetic Sleight (looking for a better name)
    -The Telekinetic may add his Int mod to all Open Lock, Disable Device, and Use Rope checks. He may also use these skills at a range equal to 5ft/Class Level. When using the skills at a range he does not add the usual ability modifier (Dex), only his Int mod, but when using them normally he can add both.
    -The Telekinetic must be at least level 2 to gain this ability

    7. Telekinetic Strength
    -The Telekinetic can add his Int mod and Class Level to all Strength checks. he may also perform Strength checks at a range equal to 5ft/Class level. When doing ranged Strength checks the Telekinetic only adds his Int mod.
    -The Telekinetic must be at least level 2 to gain this ability

    8. Telekinetic Grapple
    -The Telekinetic may add his Int mod to all Grapple checks. He may also initiate grapples and make grapple checks at a range equal to 5ft/class level. At a range he only adds his int mod.
    -The Telekinetic must be at least level 2 to gain this ability

    9. Telekinetic Trip
    -The Telekinetic may add his Int mod to all trip checks. he may also perform trip checks, using only his int mod, at a range of 5ft/class level
    -The Telekinetic must be at least level 2 to gain this ability

    Any of the effects of those abilities can be dispelled by effects that dispell magic or psionics.

    Alternatively, whenever a Telekinetic gains a Special Ability they may choose to gain a Bonus Feat instead. They must meet the prerequisites for this feat. 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
    Least Invocations
    Telekinetic Armor
    Feather Fall
    Shield
    Hold Portal
    Knock
    Levitate
    Floating Disk

    Lesser Invocations
    Air Walk
    Resiliant Sphere
    Fly

    Greater Invocations
    Overland Flight
    Telekinesis
    Repulsion
    Wall of Force

    Dark Invocations
    Forcecage
    Telekinetic Sphere


    Well, what about this incarnation of the class?
    Last edited by Rowanomicon; 2008-04-04 at 07:37 PM.
    Quote Originally Posted by EvilElitest View Post
    You are a god
    Many thanks to Bisected8 for the Jokertar.

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    Default Re: Telekinetic (Base Class) [PEACH]

    pretty cool, you should put it on my home brew compendium
    from
    EE

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    Rowanomicon's Avatar

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    Default Re: Telekinetic (Base Class) [PEACH]

    Thanks.
    I'm not sure that it's quite done, though it is getting there.
    You have a homebrew compendium?
    Quote Originally Posted by EvilElitest View Post
    You are a god
    Many thanks to Bisected8 for the Jokertar.

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