Dwarf in the Playground
Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.
So, I was thinking, should I put a link in the class description to my last post for the currently in progress one? That way people viewing the class can jump to the most current version without having to check through a bunch of pages to make sure...I don't want to step on Bob's toes, just wanna keep the class updated when he isn't around.
Also, I modified the Mental Strength. I think it fixes all the dispute about it now and is clear and concise.
Also added into Unarmed that creating weapons is a move action. Should that stay?
So, the last post got too long. Magic Items and Feats will now be here.
Crystalline Mind Schism
Requirements: Telekineticist of 4th level or higher, you must permanently sacrifice one of your Telekinetic Hands.
Benefit: When you take this feat, you permanently reduce the number of Hands you posses by 1. This Hand is crystallized, becoming corporeal and functioning almost identically to a psicrystal, except as noted below:
- Treat your effective psion level as your Telekineticist level - 3 for the purposes of calculating your Crystallized Hand's properties.
- Remove Share Powers from the list.
- Replace Deliver Touch Powers with the following:
You may deliver a Force Burst, Force Fling, Far Trick or Focused Shield through your Crystallized Hand, treating it as the center of your TK range for all effects of that ability. To do so, the Crystallized Hand must be within 5ft of you when you invest Hands in the ability, you do not regain use of these Hands until the Crystallized Hand delivers the ability or is destroyed.
If you are a TK Savant, you may deliver any touch ranged Warp Reality ability in this same manner.
- Treat the Channel Power ability as reading 'TK Hand ability' instead of 'powers' in every instance. If you are a TK Savant you may also use your Warp Reality abilities in this manner.
Special: Your Crystallized Hand counts as a psicrystal, and this feat counts as the Psicrystal Affinity
feat for the purposes of feat requirements. You count as having a manifester level equal to your TK level - 3 for the purposes of qualifying for psicrystal feats. If your Crystallized Hand is destroyed, you regain the use of the Hand you sacrificed after 1D4 days or you may recreate a destroyed Crystallized Hand after a similar period. You do not lose experience if it is destroyed
. You may create a new one whenever you wish as a full round action as long as it has not been destroyed
, but may only have one at any given time.
Look Ma, more hands!
Requirements: Crystallize Hand, Psicrystal Containment
Benefit: As long as your Crystalline Hand is holding psionic focus, whenever you use Crystalline Reach you may opt to invest any number of your Hands to your Crystalline Hand for it to use on any one Crystalline Reach ability, chosen at the time of investment. This ability cannot be changed until Hands are reinvested to it. These Hands return not to you, but to the Crystalline Hand when used, allowing you to activate multiple Crystalline Reach abilities before the Crystalline Hand need return to you. The Crystalline Hand uses these abilities as if it were a duplicate of you, but may only use a single ability each turn and always as a standard action or the normal action type, whichever is longer.
You may spend a move action each turn to direct your Crystalline Hand, otherwise it behaves as your protector, defending you and attacking anything which threatens you.
During this time, you may not use the invested Hands for any other effects, although the Crystalline Hand's destruction or a full round action (which provokes attacks of opportunity) returns control of all Hands invested in the Crystallized Hand to you. This effect only lasts for a number of minutes equal to your Charisma modifier per investment of Hands; after which time the Hands automatically return to your control.
Enhanced TK Flight
"Elementary My Dear Watson!"
Last edited by DerTollUdo : 06-29-2013 at 07:29 PM.