Whereas the psion and the wilder have learned to hone their minds into weapons capable of manifesting their merest whim, many Telekineticists find they are too specialized to manifest in the truest sense. Some few discover instead how to mimic the effects of certain powers through manipulation of their Hands. These few are known as Telekineticist Savants.
Replaces:
Medium Armour Proficiency, Martial Skill, Critical Thinking, Far Trick.
Delay the acquisition of TK Fighting by one step (Least @ 6th, Lesser @ 11th and Improved @ 16th). You do not gain Greater TK Fighting at any point.
Change the Telekineticist's BAB to average progression (like a cleric). You are not as martially minded as other Telekineticists, but your understanding of your powers stretch to the abstract far more than most.
Benefits:
Warp Reality
At 1st level you start to gain a number of Psi-Like abilities as you progress, determined by which discipline you choose to follow (listed below). Each ability requires a number of hands to be used, equal to the level of the power simulated. Hands used this way are considered used until the beginning of your next turn. Your manifester level is equal to your class level, and any saves run off your Charisma modifier.
1st level. Level 1 power, usable 3+ con modifier times per day.
3rd level. Level 2 power, usable 2+ con modifier times per day.
5th level. Level 3 power, usable 1+ con modifier times per day.
7th level. Level 4 power, usable con modifier times per day.
9th level. Level 5 power, usable con modifier -1 times per day.
Power Overwhelming
At 4th level you gain the ability to augment your Warp Reality with additional hands. Each additional hand counts as 2 power points for this purpose. You begin being able to use only 1 additional hand in this way. You may use another additional hand for every 4 levels thereafter (2 extra at 8th, 3 at 12th, etc, to a maximum of 5 additional hands at 20th.)
Master of the Far Hand
Remove this line from the ability:
"You no longer take range penalties to your far tricks."
Add this line to the ability:
Your
Warp Reality powers now require only a move action to use. Your level 1
Warp Reality power is now at will.
Disciplines
Below are listed the discipline power lists, you must select one at 1st level, and may never change this choice. If a power uses your Intelligence for a calculation, replace it with your Charisma. If a power requires a touch attack, you may use a Hand to deliver it at a range of 5ft/class level, as long as you have one free. Each discipline grants a class skill and another ability (much like a Cleric's domain)
The Beast (Psychometabolism)
Spoiler
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Add Knowledge (Nature) and Survival to the Telekineticist's list of class skills.
1st level power. Thicken Skin
2nd level power. Animal Affinity
3rd level power. Hustle
4th level power. Metamorphosis
5th level power. Psychofeedback
Claws of The Beast
At 5th level you gain the ability to grow claws using your Hands. As a move action you may use a Hand to gain a natural claw attack, which you maintain for as long as you have at least one Hand invested in it. You may invest additional hands for extra damage to a maximum of 1/4 class levels (so you begin with only one Hand for the claw, but may add a second at Telekineticist level 8). The claw attack deals damage equal to 1D6/Hand + Charisma AND Strength modifier.
The Traveler (Psychoportation)
Spoiler
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Add Knowledge (The Planes) to the Telekineticist's list of class skills.
1st level power. Detect Teleportation
2nd level power. Dimension Swap
3rd level power. Astral Caravan
4th level power. Psionic Dimensional Anchor
5th level power. Psionic Teleport
Group Mentality
At 5th level you gain the ability to manifest the power Astral Traveller at will as a move action. This requires the use of one Hand which is used until the end of your turn. You may touch multiple targets with the same move action (1 Hand/target), as long as you have enough Hands to do so.
The Mentalist (Telepathy)
Spoiler
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Add Bluff to the Telekineticist's list of class skills.
1st level power. Psionic Charm
2nd level power. Psionic Suggestion
3rd level power. Hostile Empathic Transfer
4th level power. Psionic Dominate
5th level power. Mind Probe
Mind's Eye
Your Mind's eye ability gains the following enhancement:
You may improve your Mind's Eye ability with the use of an additional hand. You gain the effects of the Read Thoughts power with 2 differences:
The area becomes that of your Mind's Eye ability.
Creatures with an intelligence of 26 or higher (and at least 10 points higher than your own intelligence score) no longer stun you if they are read. Instead, you simply cannot comprehend the thoughts you read and therefore gain no effect for the purposes of these creatures.
The Augur (Clairsentience)
Spoiler
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Add Gather Information to the Telekineticist's list of class skills.
1st level power. Precognition
2nd level power. Clairvoyant Sense
3rd level power. Fate Link
4th level power. Remote Viewing
5th level power. Clairtangent Hand (except as follows);
1. This emulates one of your Hands, not the Far Hand power.
2. When you augment this power, it allows you to make a Force Burst, Force Fling, or Mental Strength action (not telekinetic force, maneuver or thrust) with the clairtangent hand, as if it were a Hand within your TK range.
Preemptive Defenses
At 5th level The Augur gains the ability as a move action to 'reserve' a number of his hands up to 1/4 class level. You may reserve these hands until you next sleep, and as long as they are reserved they may not be used for any other abilities, releasing a hand from this ability is a move action. For as long as you have at least one Hand reserved, you gain a +2/hand reserved as an insight bonus to reflex saves and AC.
The Maker (Metacreativity)
Spoiler
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Add Knowledge (Engineering) to the Telekineticist's list of class skills.
1st level power. Astral Construct
2nd level power. Psionic Repair Damage
3rd level power. Ectoplasmic Cocoon
4th level power. Psionic Fabricate
5th level power. Hail of Crystals
Constructive Hands
At 5th level The Maker learns to turn his Hands into finely crafted tools, to astonishing results. Whenever The Maker makes a Craft check, he may use a number of Hands equal to 1/2 class levels, always 2 at a time (so 2, 4, 6, etc), henceforth called a 'Pair' to simulate a duplicate of himself for the work.
This ability has 3 effects and may be used in conjunction with Craft (Sculpture) for the purposes of creating astral constructs and for Craft checks involving Psionic Fabricate, but has no effect on the time it takes to manifest the powers:
1. Gain a cumulative +2 bonus to your Craft check results for each Pair you invested in the Crafting check.
2. Multiply your Craft check result by 1+ Pairs you have invested in the check for the purposes of calculating time taken to craft.
3. At 9th level, when you gain the Focused Shield ability, you also gain the ability to shape your shields in a new way. By using 2 equally sized shields, you may create a hemisphere which has a radius equal to the size of the panes making it (i.e. two 10x10 panes would create a 10ft radius hemisphere). You may enlarge the hemisphere with additional Pairs at a rate of +5ft radius/Pair invested. The hemisphere counts as a single shield when adding extra hands for increased damage and bullrush checks.