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  1. - Top - End - #121
    Dwarf in the Playground
     
    DruidGuy

    Join Date
    Jan 2012

    Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

    Ok, so while working on my char I found that unarmed needs to be hit woth the nerf bat...hard.
    My char is an unseelie petal fey with a couple other templates that add up to +6 cha and plus 2 con. I have 18 Hands and a sizeable amount of money, although I will give examples with and without that factoted in. Scores that matter are cha of +18 and con of +11. For a similar char without my funds and templates a cha +9 and con +5 is by no means hard to get.

    This ability is gotten at level 1. I can whip out a lightsaber that deals stupid damage and stupid to hit especially if I put all available hands into the saber.
    Examples: funded= .5*18*19=9*19=171 to hit and damage at level 13.
    At level 1=.5*18*14=9*14=126
    Unfunded: level 13=.5*9*12=9*6=54
    level 1=.5*9*7=31.5

    The problem is not the damage as I feel that is roughly what melee should be able to do. The bonus to hit is what I feel should be lowered. Suggestions are to separate its formula from the damage one and make it .5*cha mod+ (hands +1). This would yield results of lvl13=28 to hit or 16 to hit. Level 1= 23 or 11.

    While that method would curb its power it eould also make it so you cant hit the people that focused on ac later. Another suggestion would be to put a cap on how many hands can be put into it of 1 per level.
    this becomes 13=126 or 54. 1=18 or 9. This could also work if you feel the damage is too high. Adds a nice scaling factor to it.

    Of the two options I like the last one the best, with the two formulas still being linked.

    Thoughts?

  2. - Top - End - #122
    Ogre in the Playground
    Join Date
    Dec 2009

    Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

    @ Veklim

    That feat tree is awesome. It gives just enough incentive for people to really consider taking the individual feats throughout the entire tree. The bonuses the feats give are really well thought out when compared to the feat tax to get to them.
    However, they might need some exception rules for telekinetic Fighting as otherwise it can be read as allowing full attacking with only a move action which, especially with unarmed telekineticist, is way too good.

    @ DerTollUdo

    The ability is interesting, but +5 to DC per hand is too much (maybe +2). Also, it would probably be better to allow +50lb/lvl for each extra hand as otherwise even large enemies might never be affectable.
    I'd actually make it easier for them to escape if more enemies are inside.
    Considering what you have here is an area immobilization attack, it should be easier to hold one person rather than many.
    The damage is okay and the crushing is interesting.
    This is definitely something for later in the class, maybe somewhere level 10+.

    On the retype:

    I still don't really like mental strenght due to it not being linear. The 'more hands=more speed' is nice but the current system weight restriction means that huge enemies (even if you forgoe the borked core weights given in the MM and such) are outside of what you can ever do. A large creature weighs 8 times as much as a medium, so thats easily 1,600lb and even if you go huge being 27 times, thats already 5400lb and as such way above what you can do.

    Telekinetic Fighting looks pretty good now, though I am unsure wether the greater version isn't too strong since you reduced both forms of penalties to only a -1 (per 10' distance/per extra weapon). Then again, most of the time you do best damage with only one weapon anyway and most others will be providing flanking and such.
    Though this brings up a question, can an enemy move through squares occupied by weapons, or could you box them in?

    Far trick is more reasonably paced, though it really wasn't bad before.

    Focused Shield is more like a psionic power now as you can decide what bonuses you want for extra invested hands. I guess the extra size option means that: 1hand=10'x10'; 2hands=15'x15', 3hands=20'x20'
    Together with the option to shape it, could I do the following?
    I invest 4 hands into size, making it a 25'x25', which means 25 individual 5'x5' wall segments. I now invest an extra hand to make it shapeable and use it to make a 10' high wall encasing a 15'x15' area to box in a medium enemy.

    New capstone:
    Say hello to the pure telekineticist who now sports 40hands.
    Combine that with mental strenght, focused shield and far trick and you better hope he doesn't like to troll people.

    Unarmed can be applied to pure...
    NO, just NO.
    Do you have any idea what kind of fighting monster that would be? The pure telekineticist should never, ever have access to the unarmed's weapon-system. Unarmed alone is already potentially overpowered (less potentially and more "Yes it is, but in high practical optimization games its still okay in its base form).
    Of course I say that here and plan to do just that in a game that allows taking in class features from other classes, but overall its just insane.

    your unarmed post:

    I have to admit i can't really follow your calculations, but I am of the same opinion that unarmed is way too strong.

    I go with a bog standard character with cha16/and con14 at level 2.
    I'm going to disregard range penalties here so the actual amount might be a bit less in-game.
    At that point he would have 3 hands.
    Invest all of those and suddenly he has a weapon that does 3d6+6 with an attack bonus of +8.
    At level 6 he should probably have a +2con and a +2cha item. So that 6 hands. That creates a weapon with +20 attack bonus and 6d6+14 damage.
    Level 12 and he probably has +4 items for the stats. He now has 9 hands.
    This results in +37 attack bonus and 9d6+25 damage.
    Level 18 and he has +6 items, leading to 12 hands. Now the weapon has an attack bonus of +57 and a damage of 12d6+39.

    This is all without even assigning any stat increases which drive up both attack and damage regardless where you put them.

    Now imagine you actually could use this ACF in combination with pure telekineticist...

    Not sure what to do with the attack bonus and such. Personally I'd consider maybe an increase in attack bonus of +1 per invested hand and a damage increase of half chamod per 2 invested hands beyond the first.
    My first foray into homebrew: The Circuit Mage

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  3. - Top - End - #123
    Bugbear in the Playground
    Join Date
    Mar 2011
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    Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

    Quote Originally Posted by Re'ozul View Post
    @ Veklim

    That feat tree is awesome. It gives just enough incentive for people to really consider taking the individual feats throughout the entire tree. The bonuses the feats give are really well thought out when compared to the feat tax to get to them.
    Thankyou! Not bad for 15 minutes work eh?
    Quote Originally Posted by Re'ozul View Post
    However, they might need some exception rules for telekinetic Fighting as otherwise it can be read as allowing full attacking with only a move action which, especially with unarmed telekineticist, is way too good.
    If you check the feats carefully, TK Fighting isn't one of the listed abilities you can upgrade. I was planning on making a seperate TK Fighting tree which would allow a player to use TK Fighting as their primary attack function instead of for group support as it currently stands. It will also make it harder (via feat taxing) for a character to optimise TK Fighting on top of any one or two other abilities, very deliberate on my part

    Quote Originally Posted by Re'ozul View Post
    @ DerTollUdo

    The ability is interesting, but +5 to DC per hand is too much (maybe +2).
    I would agree with the +2, it's in line with the rest of the class and other abilities, and gives you plenty of room to mess about still. I also agree that it should be +50lb/level for each additional hand, there's no way this will be used on most enemies by 19th level otherwise, they'd all be too big!


    Quote Originally Posted by Re'ozul View Post
    Not sure what to do with the attack bonus and such. Personally I'd consider maybe an increase in attack bonus of +1 per invested hand and a damage increase of half chamod per 2 invested hands beyond the first.
    Unarmed needs some serious attention, and I even daresay a complete overhaul/rewrite. It is just broken honestly. I think taking a few cues from soulknife would be appropiate for the calculations on damage, adding a flatline +2 to hit and damage for each additional hand. This should make it a little more balanced. Considering the Unarmed ACF is designed to effectively replace TK Fighting, we can easily put in a Least, Lesser, Improved and Greater progression for it instead. This should allow us to be both more inventive (thinking status effects akin to the Force Blast nausea) and keep a tighter reign on scaling.

    Also, does nobody else like the Mentalist ACF I made? I was gonna make one for each discipline but if people think it's a blind alley I shalln't bother!
    All I ask is a tall ship, and a star to steer her by.

    My homebrews Moloques! Sagacious Defender of the Forge, The Open Palm, Sacred Scourge, The Bastion
    Co-Developer of the Mutant Powers Project:
    World Warper
    Telekineticist and ACFs, Feats, Shadow Hand PrC

  4. - Top - End - #124
    Ogre in the Playground
    Join Date
    Dec 2009

    Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

    Durr, I wanted to post about the Mentalist but completely forgot after some time.

    Things you lose:
    Martial Skill and Critical Thinking are okay.
    Please don't take telekinetic reach from this guy. While he gets shiny new abilities, reach is one of the few things that makes telekinetic fighting interesting for more support oriented characters. AoOs and flanking are vital for it.

    Abilities:

    The psi-likes are a nice bunch of powers and can be used a good amount of time. Especially useful as/if you can use more than one at a time with enough hands (though it cuts into your daily budget).
    Hostile Empathic Transfer: Can you use your 'hands' for the touch attack?
    This shows that you really should invest in con with this ACF.

    Power Overwhelming is very well paced to make sure you never can attempt to get more virtual PP than your virtual manifester level.

    Mind's eye. Oh boy, not only do you know where everyone is, you also know what everyone's thinking. Coupled with the elimination of the stun problem, this is very very good. Though it could lead to interesting situations when a player tries to read the thoughts of random things. I also hope he doesn't do a city adventure or the telekineticist will need a big prescription of aspirin.

    The capstone modification:
    OKay, but feels a bit restricting. Considering many characters who see this happen might go on into epic you could go with. "You always count as having an extra number of hands invested equal to half your total number hands you are allowed to augment it with."
    My first foray into homebrew: The Circuit Mage

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  5. - Top - End - #125
    Dwarf in the Playground
     
    DruidGuy

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    Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

    Wow, meant that change for Singularity. Must of been a typo when typing it up. Also changed the save bonus as I will go with what you guys think, as I am not always the best judge of balance lol. Fixed below.

    As to the multiple targets adding dc, the ability is called singularity for a reason :) It is supposed to simulate creating a point of gravity and the enemies getting caught in it. More enemies=more gravity=they are screwed lol.

    I was thinking about making one that does the opposite. Basically a repulsion from a point. Any thoughts on if I should or where to put it?

    Spoiler
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    Singularity(SU):
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    As a standard action, you may draw enemies to a designated point. This point may effect any or all creatures (not objects, although undead are susceptible) within 30' of the center point.
    To do so, you must use one Hand (the singularity) + one Hand per target (the gravity) and each target may not be more than 50lbs/level. Upon using this ability, you must make a ranged touch attack against the target to 'grab' them with a hand, then the target must succeed on a Fort save or be drawn to to point. You may use more Hands per target to increase the saves and weight limit for this ability at an additional +2 Fort DC per Hand used for the target and +50lbs/level per Hand used for the target.

    If they get drawn to the point, they are held there until they can pass a Fort save with an added difficulty of +2 per additional target caught in the singularity.

    Upon collision with another target at the center point, each target takes bludgeoning damage equal to 2d6/10' each target traveled. For example, there are 3 targets. 1 travels 20' 2 travels 10' and 3 travels 30'. Upon collision at the center they each take 6d6 bludgeoning damage.

    For each round, on the start of their turn that they begin in the singularity, each target will take 5d6 crushing damage as the force holding them applies pressure. You may invest more hands in the singularity, to increase the damage they take by an addition 5d6/Hand.


    Thoughts?

    Also, class retype with Hands addition for multiple actions, as that increases versatility, also I am just going to include the capstone modification that doubles the hands you gain from the class and feats as it really makes the capstone just shine :)

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    This is in need of PEACH. Just skip past the old comments.


    Special thanks to VEKLIM and DerTollUdo for editing. It was a lot messier before.
    Really, first time I got an editor, and the class is better for it...

    So, I have tried to make blasters. They have all been kinda busy, and introduce too many new concepts. So going to try a different tact, something in line with an invoker.

    The Telekineticist. A rather long name but oh well.

    When the psionic talent begins to surface, they show odd signs. Some of these show it through the sudden movement of objects. Flying plates and tables mark a developing psion, yet some never grow out of it. These psions grow in power, standing up to psions in their own right as masters of psionic power.




    Characteristics: The Telekineticist relies on its mind to create force affects. This can range from throwing a mass at a foe, throwing a foe, fighting with a weapon held with his mind, even to full power flight!

    Alignment: The Telekineticist can be of any alignment. The power of the mind bares no alignment above others.

    Religion: The Telekineticist favors gods of battle and psionics.

    Races: Humans are drawn to this class like any other. Small races also enjoy this class, as it lets them use brains in place of brawn. Any mining race tends to have many Telekineticists since they aid in the mining process. All psionic races tend to favor this class like any other psionic class.

    Other Classes: Martial classes tend to dislike The Telekineticist, as they seem too magical to be true martial. Magical classes enjoy The Telekineticist, as they seem to merely be imitating their own power.

    Role: Can take on the role of a secondary tank, or perhaps stealth. But this class shines at battle field control. With numerous abilities for punishing foes unwilling to move as he wishes, and the ability to physically move foes into a formation of his choice, he can add some useful utility outside of combat while performing numerous tricks at a distance.

    Game Rule Information:
    Abilities:Charisma is very important, as it is the strength of The Telekineticist. Wisdom allows The Telekineticist to maintain effects longer, and constitution helps The Telekineticist stay alive while increasing maximum Hands.

    Alignment: Any

    Hit Die: d8

    The Telekineticist
    {table=head]Level|BAB|Fort|Ref|Will|Special

    1st|+1|+0|+0|+2| Telekinetic Hands, Mental Strength, Force Blast, Wild Talent

    2nd|+2|+0|+0|+3| Telekinetic Fighting: Least

    3rd|+3|+1|+1|+3|Telekinetic Reach

    4th|+4|+1|+1|+4| Far Trick

    5th|+5|+1|+1|+4| Martial Skill, Mind's Eye

    6th|+6/+1|+2|+2|+5| Telekinetic Fighting: Lesser, Far Trick

    7th|+7/+2|+2|+2|+5| Telekinetic Flight

    8th|+8/+3|+2|+2|+6| Far Trick

    9th|+9/+4|+3|+3|+6| Martial Skill, Focused Shield

    10th|+10/+5|+3|+3|+7| Telekinetic Flight: Improved, Mind's Eye, Far Trick

    11th|+11/+6/+1|+3|+3|+7| Telekinetic Fighting: Improved, Critical Thinking

    12th|+12/+7/+2|+4|+4|+8| Ghostly Hand

    13th|+13/+8/+3|+4|+4|+8| Telekinetic Flight: Greater

    14th|+14/+9/+4|+4|+4|+9| Martial Skill

    15th|+15/+10/+5|+5|+5|+9| Disrupting Throw, Mind's Eye

    16th|+16/+11/+6/+1|+5|+5|+10| Telekinetic Fighting: Greater

    17th|+17/+12/+7/+2|+5|+5|+10| Ghostly Hand

    18th|+18/+13/+8/+3|+6|+6|+11| Critical Thinking

    19th|+19/+14/+9/+4|+6|+6|+11| Martial Skill, Singularity

    20th|+20/+15/+10/+5|+6|+6|+12| Master Of The Far Hand, Mind's Eye
    [/table]

    Class Skills

    The Telekineticist's class skills (and the key ability for each skill) are; Auto Hypnosis(Con), Balance(Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Escape artist(Dex), Hide(Dex), Knowledge (Psionics)(Int), Open Lock(Dex), Profession (Wis), Sense Motive (Wis), Slight of hand(Dex), Spot(Wis), Tumble(Dex), Use Psionic Device(Cha), Use Rope(Dex), and Psicraft (Int).

    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    Proficiencies: A Telekineticist is proficient with all Simple weapons and one martial melee weapon of their choice. They are also proficient with light and medium armor, and all shields.

    Telekinetic Hands(SU): The Telekineticist has limited capability with his power. This capability is known as Telekinetic Hands, or just Hands. The Telekineticist has a number of Hands equal to 1 + 1/3 class levels + your Constitution modifier. These Hands have a range equal to 10ft/ class level.

    If an ability that uses Hands requires a save, it has a DC of 10 + 1/2 class levels + charisma modifier. If they require a physical ability score (such as an opposed strength checks for a trip attempt), use the Charisma modifier instead. To use his Hands he must be psionically focused, although he does not expend his focus by doing so.

    Any hand which is used for a non-sustained ability is considered used until the start of your next turn, and any hand used for a sustained ability is considered used until the ability is released.

    Whenever you take an action with your hands, you may opt to instead make it a full round action. If you do so, you may use any other hand ability at the same time that has an equal or shorter action time at a cumulative -2 penalty for all rolls or saving throws involved in the actions per extra action taken.

    For instance, Jimmy is a 12th level Telekineticist with 7 Hands, he chooses to use 3 of those hands to pick up weapons to aid in flanking with his friends (a standard action) and uses another 3 Hands to bullrush a closing pack of enemies (another standard action). He would have to make all attack and opposed rolls for each of these actions at an additional -2, because his attention is split between 2 different abilities. If he also wished to use his last hand to make a focused shield in this time, the penalties for multiple actions would increase to -4 to all rolls.

    Mental Strength(SU): The Telekineticist can move an object with his mind, or perform some act of manual dexterity at any distance within the range of his Hands as a standard action.

    He may move up to 50lb/level at a rate of 30' per action, objects up to 100lb/level at a rate of 20' per action, and objects up to 150lb/level at a rate of 10' per action. You may add additional Hands to increase the speed by 10' per Hand.

    These movements are not limited in direction, but do have a limited duration. The Telekineticist can maintain pressure for up to wisdom modifier rounds, after that the object drops to the ground and the Telekineticist is fatigued for 1d4 rounds. You may not initiate this ability if you are fatigued. If you cease pressure, and do not use any ability requiring Telekinetic Hands for a full round, the duration you may keep this up is reset.

    Creatures may be moved in this way, but they get a will save to negate the effects each round. Any movement from this ability provokes attacks of opportunity as normal. The Telekineticist may not use this ability on himself.

    Objects weighing 25lb + 25lb/3 levels may be maintained without limit with one Hand. You may invest more Hands to sustain 25lbs/level per invested Hand without limit.

    The Telekineticist can also perform a feat of manual dexterity anywhere within the maximum range of his powers. This manipulation is limited by the number of hands used. If you wish to do something which would require two physical hands to achieve (like tie a knot in some rope), then you must use at least 2 hands. No additional effect is had by using more Hands than necessary for any given action.

    Force Blast(SU):As a standard action, the Telekineticist can launch a number of objects within the range of his Hands. Each object may weigh no more than 25lb/level, and requires the use of a single Hand/object. The object(s) travel up to 10ft/level and this movement may take it outside of the Hands range.

    The Telekineticist makes a single standard ranged attack (in the case of multiple targets, this result is applied to each target separately), with a -2 penalty for each object thrown beyond the first. Each object deals bludgeoning or piercing damage (DM's choice) depending on it's weight up to 1d6/25lb. Regardless of the item launched, you do not take a non-proficiency penalty for this attack. Weapons launched with this power deal bludgeoning damage according to their weight unless you are proficient with them, at which point you may deal normal weapon damage (and damage type) instead. The object or weapon deals an additional +1d6 damage for each full 10ft of movement it had remaining when it hits. The critical threat of weapons used this way is 20/x2, only one roll need be made to confirm all attacks and criticals made with a single use of Force Blast. Any enchantments or abilities the weapon/s may have are applied individually. The keen enchantment, or any similar ability involving critical threat ranges does not apply. A flaming burst weapon would always consider it's threat range as 20/x2.

    You may also focus this ability in an attempt to rip the target apart from the inside. As a standard action, you may attack one target with 1 blast per Hand you wish to use, or you may split up the targets per Hand you use.

    The Telekineticist makes a single standard ranged touch attack (in the case of multiple targets, this result is applied to each target separately, with a -2 penalty for each target after the first). This attack deals 1D4/class level force damage and the target must succeed on a fortitude save or be nauseated for 1D4 rounds. This ability only functions within the range of your Hands. This ability effects objects.

    You may not launch creatures with this ability.

    Wild Talent: You gain the feat Wild Talent as a bonus feat.

    Telekinetic Fighting(SU):

    Least:
    At 2nd level The Telekineticist may use Hands to wield weapons he is proficient with and fight within the range of his Hands. Any weapon wielded in this fashion may be moved up to 30ft in a round as a free action.

    As a standard action, you may make a single melee attack with one such weapon, using Charisma instead of Strength for the to hit and damage rolls. You only threaten squares within your physical reach, if the weapon is beyond this range it does not threaten on it's own. A one-handed or smaller weapon requires one Hand and a two-handed weapon requires two Hands to use. Any weapon(s) held by your Hands may have additional Hands added to it, each increasing the damage by 1/2 charisma modifier.

    The Telekineticist suffers -1 to hit for every 10ft increment between the weapon and The Telekineticist, and a -1 to damage for every 20ft increment between the weapon and The Telekineticist, to a maximum of the range of his Hands. He may maintain this effect for a number of rounds equal to his constitution score per encounter.

    Lesser:
    At 6th level you may make a full attack with the weapon(s) you are wielding with Telekinetic Fighting. You may not make more attacks than you could without your Telekinetic Hands, but you may spread your iterative attacks between weapons at no penalty, although the range penalty still applies. You may now hold a light or heavy shield with one Hand or a tower shield in two Hands. Such a shield may occupy any square including your own or those of your allies (but not an enemy's) and confers on anyone in that square the shield's AC bonus as a shield bonus to their own AC.

    Improved:
    As a standard action you may attack once with each weapon wielded by your Telekinetic Fighting. This is done with a single attack roll at your highest attack bonus, but takes a penalty to hit equal to the number of weapons being wielded -1.
    You may wield a weapon of a larger size category than you normally could for your size. For every size category larger than normal, the weapon requires an additional Hand to wield, these Hands do not add extra damage, but you may add further Hands to do so.

    The duration you may maintain this effect is removed.

    Greater:
    At 16th level you no longer take the distance penalties for the distance between you and your weapon, but you are still limited to the range of your Hands. Also, as a fullround action, you may attack with each weapon you hold with Hands up to the number of attacks granted from you BAB for each weapon plus any extra attacks granted from feats or weapon enchantments.

    Telekinetic Reach(SU): At third level, any weapon you are wielding with your Telekinetic Fighting threatens adjacent squares as normal for a weapon of it's type. If the weapon has the reach quality then calculate accordingly.

    Far Trick(SU):Starting at 4th lvl when your powers start to mature, you gain the ability to make specific types of attacks within the range of your Hands. These work as normal except Charisma is used instead of any physical score, and your size bonus (or penalty) does not apply to these checks.

    Each ability initially receives a penalty of -1/10ft away from the target you are. Each ability requires one hand to activate.

    At 4th level you may attempt to break down a door or bullrush an opponent.

    At 6th level you may attempt disarm attempts against foes. The penalty for breaking down doors and bull rushing is reduced to -1/20ft.

    At 8th level you may attempt trip attempts against foes. The penalty for disarming is reduced to -1/20ft, and the penalty for breaking down doors and bull rushing is reduced to -1/40ft.

    At 10th level you may attempt to grapple foes. The penalty for tripping is reduced to -1/20ft, the penalty for disarming is reduced to -1/40ft, and the penalty for breaking down doors and bull rushing is reduced to -1/80ft.

    Minds eye(SU): At 5th level, as a full round action you may gain blindsight out to half the range of your Hands until the end of your next turn. You must be psionically focused to do this.

    At 10th level this increases to the full range of your Hands.

    At 15th level you may maintain this ability indefinitely with one hand.

    At 20th level this ability no longer requires a Hand to maintain and is always active (even when you are not psionically focused).

    Martial Skill (EX): You may not be a fighter, but you understand weapons of war.

    At 5th level you gain two additional martial weapon proficiencies of your choice.

    At 9th level you gain two more additional martial weapon proficiencies of your choice.

    At 14th level you gain one additional martial weapon proficiency and one additional exotic weapon proficiency of your choice.

    At 19th level you gain two additional exotic weapon proficiencies of your choice.

    Telekinetic Flight(SU): You have finally mastered moving yourself using your Hands. One Hand is required to initiate and sustain flight. If you reach the duration of the ability, you immediately descend directly downwards at a rate equal to the fly speed (taking falling damage if you fail to reach solid ground in this distance) and become fatigued for 1d4 rounds. You may not initiate this ability if you are fatigued If you cease flying, and do not use any ability requiring Telekinetic Hands for a full round, the duration you may keep this up is reset.

    At 7th level, you may fly at a speed of 30ft with perfect maneuverability for a number of rounds equal to your Wisdom modifier. You may keep this flight up indefinitely by using three hands.

    At 11th level, your fly speed increases to 40ft and you may stay aloft for a number of rounds equal to your Wisdom score. You only need two to keep this up indefinitely.

    At 13th level, your fly speed increases to 60ft and may be sustained indefinitely with only one Hand.

    Focused Shield(SU):At 9th level you may create a barrier with your Hands as a move action. Any unattended objects or projectiles (including spells which require an attack roll) are instantly stopped and cannot pass through. If a creature attempts to pass through, it suffers an immediate bullrush attack upon contact with the barrier, as if the barrier were a gargantuan creature with a Strength score equal to your Charisma score. If the barrier wins the opposed check, the creature is pushed back 5ft (but no more, since the barrier cannot move from the squares it has been placed in). If the creature wins, it forces it's way through the barrier, causing it to disperse.

    In either case the creature takes force damage equal to 1D6 +1/ class level. The barrier is a 10ft pane, positioned as you please within Telekinesis range and requires 1 Hand to maintain. You may create and maintain multiple barriers at once, any number of barriers may be set as part of the same move action so long as you have enough hands free to create them.

    You may invest 1 more Hand to increase the damage dealt to 1D6/class level. For each additional Hand invested in this fashion you may add 1D6/class level.

    You may invest 1 additional Hand to shape the Shield. All parts must be touching, and no smaller than 5'x5'.

    You may invest additional Hands to increase the size of the shield at a rate of 5'x5' per Hand. Thus with 1 extra Hand it is a 15' pane, 2 becomes 20' and so on.

    Critical Thinking(EX): Starting at 11th level, you have learned how to wield a weapon in the most dangerous fashion.

    At level 11 weapons with which you are proficient used in Force Blast get their normal critical threat range.

    At level 18 all objects wielded with Telekinetic Hands get their normal threat range and are treated as though you had Improved Critical. You do not actually gain the feat, and it does not count for prerequisites. This ability stacks in the same way as the feat.

    Ghostly Hand(SU): At 12th level, your abilities become capable of affecting ethereal objects and enemies. Objects thrown using Force Blast must be ethereal to do so, but weapons wielded using Telekinetic Fighting are treated as being both corporeal and ethereal from now on.

    At 17th level all your abilities can effect creatures and objects from any coterminous planes.

    Disrupting Throw(SU): At 15th level, as an immediate action, you may attempt an attack of opportunity against any opponent up to 5ft/class level away. They must have just taken an action which would provoke an attack of opportunity were you adjacent to them, but you need not be threatening the opponent. You may use your Force Blast ability, or any of the abilities you know through Far Trick. This counts towards your attacks of opportunity for the round.

    Singularity(SU):As a standard action, you may draw enemies to a designated point. This point may effect any or all creatures (not objects, although undead are susceptible) within 30' of the center point.
    To do so, you must use one Hand (the singularity) + one Hand per target (the gravity) and each target may not be more than 50lbs/level. Upon using this ability, you must make a ranged touch attack against the target to 'grab' them with a hand, then the target must succeed on a Fort save or be drawn to to point. You may use more Hands per target to increase the saves and weight limit for this ability at an additional +2 Fort DC per Hand used for the target and +50lbs/level per Hand used for the target.

    If they get drawn to the point, they are held there until they can pass a Fort save with an added difficulty of +2 per additional target caught in the singularity.

    Upon collision with another target at the center point, each target takes bludgeoning damage equal to 2d6/10' each target traveled. For example, there are 3 targets. 1 travels 20' 2 travels 10' and 3 travels 30'. Upon collision at the center they each take 6d6 bludgeoning damage.

    For each round, on the start of their turn that they begin in the singularity, each target will take 5d6 crushing damage as the force holding them applies pressure. You may invest more hands in the singularity, to increase the damage they take by an addition 5d6/Hand.

    Master Of The Far Hand(EX): At 20th level, you have reached the pinnacle of your mental power. Reality becomes an illusion which you can bend like putty, and many of your abilities are enhanced as follows:

    All your class abilities are now considered Extraordinary.

    Your Disrupting Throw becomes a free action, still taking up an attack of opportunity per use. It may also be used anywhere within your Telekinesis range.

    Your flight speed increases to 120ft.

    You no longer take range penalties to your far tricks.

    You no longer take range penalties to your Telekinetic Fighting.

    The Telekinetic Hands gained through class levels and feats is doubled from this point on.

    --------------------------------------------------------------------------

    ACFs

    Pure Telekineticist.
    Spoiler
    Show

    Replaces: Martial Skill, Telekinetic Fighting, Martial Weapon Proficiency, and Telekinetic Reach.

    Benefit:The number of Hands you have is increased to 1 Hand/Class Level. The range of your telekinesis increases to 20ft/level.


    Unarmed Telekineticist
    Spoiler
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    Replaces: Martial Skill, Martial Weapon Proficiency, Medium Armor Proficiency.

    Benefit: You may generate weapons of pure force. These deal damage equal to 1d6/Hand force damage. They gain a bonus to hit and to damage equal to 1/2*Charisma Modifier*(Invested Hands + 1). These are treated as weapons the Telekineticist is proficient with for all purposes. Their critical range is 20/x2.

    Special: Can be applied with the Pure Telekineticist ACF



    Magic Items
    --------------------------------------------------------------------------
    Miniature Boulder:
    This item is very useful to a Telekineticist. It has the dimensions of a marble, and weighs much the same.
    As a move action (or free action with the quick draw feat) the marble can be activated. After its activation, the marble can be made to weigh up to 500lb, always growing to a foot diameter sphere. Another move action is required to reduce it back down to marble size.




    As to unarmed, I feel like a simple limit of being able to invest only 1 Hand per level per weapon would curb its power nicely without crippling it. And doing that would make it so even the Pure couldn't abuse it too easily.

    Also, fluff wise, any thoughts on what the weapons should be allowed to resemble?



    Quote Originally Posted by Re'ozul View Post

    @ DerTollUdo

    The ability is interesting, but +5 to DC per hand is too much (maybe +2). Also, it would probably be better to allow +50lb/lvl for each extra hand as otherwise even large enemies might never be affectable.
    I'd actually make it easier for them to escape if more enemies are inside.
    Considering what you have here is an area immobilization attack, it should be easier to hold one person rather than many.
    The damage is okay and the crushing is interesting.
    This is definitely something for later in the class, maybe somewhere level 10+.

    I disagree with he making it easier for multiple people, reason above, but also because he is a battlefield controller. Hard to control the field if you can only hold one guy at a time.


    Quote Originally Posted by Re'ozul View Post
    On the retype:

    I still don't really like mental strenght due to it not being linear. The 'more hands=more speed' is nice but the current system weight restriction means that huge enemies (even if you forgoe the borked core weights given in the MM and such) are outside of what you can ever do. A large creature weighs 8 times as much as a medium, so thats easily 1,600lb and even if you go huge being 27 times, thats already 5400lb and as such way above what you can do.
    I can only do so much on my own lol, what would your suggestion be? The only other suggestion I have is to make the weight limit (25*invested hands/level) for indefinite sustain and (50*invested hands/level) for the effort one with a speed of 5'/rd/invested hand.

    Quote Originally Posted by Re'ozul View Post
    Telekinetic Fighting looks pretty good now, though I am unsure wether the greater version isn't too strong since you reduced both forms of penalties to only a -1 (per 10' distance/per extra weapon). Then again, most of the time you do best damage with only one weapon anyway and most others will be providing flanking and such.
    Though this brings up a question, can an enemy move through squares occupied by weapons, or could you box them in?
    The penalties are range -1/10' damage is -1/20' harder to hit, but can still be a threat at high ranges, this means that at lvl15 hitting someone at your range would impose -15 to hit and -7 to damage.

    Quote Originally Posted by Re'ozul View Post
    Far trick is more reasonably paced, though it really wasn't bad before.
    After looking at it I felt that grappling that late was basically pointless. So, I made it happen earlier.

    Quote Originally Posted by Re'ozul View Post
    Focused Shield is more like a psionic power now as you can decide what bonuses you want for extra invested hands. I guess the extra size option means that: 1hand=10'x10'; 2hands=15'x15', 3hands=20'x20'
    Together with the option to shape it, could I do the following?
    I invest 4 hands into size, making it a 25'x25', which means 25 individual 5'x5' wall segments. I now invest an extra hand to make it shapeable and use it to make a 10' high wall encasing a 15'x15' area to box in a medium enemy.
    You are right about the sizing part.
    As to your example, you would get 25 wall segments. As for the area you wanted to cover, you are correct that you can build 4 10'walls 15' long. You would have 1 extra 5'x5' panel to boot!

    I feel like that is what I going for, but do you guys feel it is too strong?

    Oh and at one point someone said about the abilities effecting coterminous planes, this is one that it would apply to easily. The walls would be able to stop incorporeal creatures.

    Hmmm, I wonder if we should do something that makes the wall harder to get through?

    Quote Originally Posted by Re'ozul View Post
    New capstone:
    Say hello to the pure telekineticist who now sports 40hands.
    Combine that with mental strenght, focused shield and far trick and you better hope he doesn't like to troll people.
    Powerful yes, game breaking no, epic preparing yes. Balanced? I think so, how about you?

    Quote Originally Posted by Re'ozul View Post
    Unarmed can be applied to pure...
    NO, just NO.
    Do you have any idea what kind of fighting monster that would be? The pure telekineticist should never, ever have access to the unarmed's weapon-system. Unarmed alone is already potentially overpowered (less potentially and more "Yes it is, but in high practical optimization games its still okay in its base form).
    Of course I say that here and plan to do just that in a game that allows taking in class features from other classes, but overall its just insane.
    I will listen to your thoughts about it being overpowered, I will probably even accepted, but you must first give a solid reason as to why. Examples with and without pure.

    Quote Originally Posted by Re'ozul View Post
    your unarmed post:

    I have to admit i can't really follow your calculations, but I am of the same opinion that unarmed is way too strong.

    I go with a bog standard character with cha16/and con14 at level 2.
    I'm going to disregard range penalties here so the actual amount might be a bit less in-game.
    At that point he would have 3 hands.
    Invest all of those and suddenly he has a weapon that does 3d6+6 with an attack bonus of +8.
    At level 6 he should probably have a +2con and a +2cha item. So that 6 hands. That creates a weapon with +20 attack bonus and 6d6+14 damage.
    Level 12 and he probably has +4 items for the stats. He now has 9 hands.
    This results in +37 attack bonus and 9d6+25 damage.
    Level 18 and he has +6 items, leading to 12 hands. Now the weapon has an attack bonus of +57 and a damage of 12d6+39.

    This is all without even assigning any stat increases which drive up both attack and damage regardless where you put them.

    Now imagine you actually could use this ACF in combination with pure telekineticist...

    Not sure what to do with the attack bonus and such. Personally I'd consider maybe an increase in attack bonus of +1 per invested hand and a damage increase of half chamod per 2 invested hands beyond the first.
    I say, let's try this with a new calculation. .5*chamod*(invested Hands+1) max Hands invested equal to your class levels.

    Would that solve the issue?
    Calculations become at level 1 chamod to hit and damage. At level 13 it becomes 7*chamod. So for you example, that becomes:
    Level2 2d6+3 +3 to hit
    Level6 6d6+12 +12 to hit
    Level12 9d6+20 +20 to hit
    Level18 12d6+36 +36 to hit

    Seems better to me. Thoughts?

  6. - Top - End - #126
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    Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

    Thinking about singularity, it' fine to add +2 DC per affected target, because the more targets there are, the less hands you can put on any one of them. This way actually balances itself nicely in a kinda perverse way!

    With regards to the Repulsion idea, it would make a lot of sense to me if it were the same ability as Singularity. Either you pull everyone in together and hold them there for damage, or you throw everyone outwards to make space and deal damage. All you have to change is the direction of movement, put in a maximum range for targets, probably make it something like every target in a 30ft radius of the central hand is thrown 30ft + 30ft/additional hand devoted to the target, then you just hurt them for 5D6 damage + 1D6 per extra hand and they can't re-enter the 30ft area until the end of the effect. Should be reflex for half damage, on a failed save they land prone.

    Unarmed and Pure can't co-exist, since they both replace martial skill and martial weapon proficiency. This is not a problem IMO. HOWEVER!!! The replacements seem all wrong to me, surely Unarmed should lose TK Fighting, and Pure should lose weapon/armour proficiencies and Critical thinking...? In my mind the ACF placeholders should be like this:
    Pure Replaces: Medium Armour Proficiency, Martial Weapon Proficiency, Martial Skill, Critical Thinking.
    Unarmed Replaces: Martial Weapon Proficiency, TK Fighting, Telekinetic Reach, Martial Skill, Critical Thinking
    We then write an unarmed version for TK Fighting (tier by tier replacement abilities), TK Reach (make a scaling ability which ups the damage/to hit with extra hands with this perhaps) & Critical Thinking (something like status effect nasties would be good for a replacement here), and switch them on a 1:1 basis.

    I think Pure is fine since it replaces TK Fighting, so their utility steps away from melee and into control. Unarmed is just too complicated/powerful though, no matter how you tweak the numbers, you're still multiplying Cha modifier by large numbers of hands which makes a level 10 Unarmed TK look just a little terrifiying.

    Why don't we make Unarmed TK work so each hand can become a soulknife-esque blade instead. To get more damage, you just use more on a target, kinda like the thousand cuts approach. The damage per hand could scale quite happily using the ACF replacement abilities and we could give them interesting options to distinguish between standard and unarmed TKs a bit more than 'This guy uses swords and this guy creates swords to use'

    With regards to Mental Strength, I like the simplicity of 25lb/level/hand for indefinite use and 50lb/level/hand for limited duration. I have an idea for the next bit, bear with me!!
    Carrying capacity is already existant, so what if we consider 50lb/level/hand to be a heavy load? 20ft/round (lift off ground) would then be double heavy load, 10ft/round (push or drag, therefore movement but only along the ground) would be five times heavy load.
    Works to allow for heavier stuff getting moved more slowly (which is an element of the original which I always liked), adding the dynamic of REALLY heavy stuff getting pushed/dragged instead of flung about!

    Will break down the Mentalist thingy soon, tweak and format into a choice of any one psionic discipline as a 'psionic domain' for these guys. That and TK Fighting feats should occur in the next day or so!
    All I ask is a tall ship, and a star to steer her by.

    My homebrews Moloques! Sagacious Defender of the Forge, The Open Palm, Sacred Scourge, The Bastion
    Co-Developer of the Mutant Powers Project:
    World Warper
    Telekineticist and ACFs, Feats, Shadow Hand PrC

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    Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

    Ok fine. I give up. The two can't blend. While I dont see it as OP I can see that they would give up only a little to have super swords and infinite battlefield control.
    With that said, they do need different things to give up I agree. Also that those things should be replaced instead of simply forgotten. Start up some theories and Ill do the same. Just gotta get some more time and I will put mine up.
    I like the repulsion in singularity. Will add it in.

    I work great when people give me ideas, less so when trying to make my own lol so your ideas help :)

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    Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

    Interesting. Have you any thoughts on giving this class epic level rules?
    Last edited by DarkSunLord1; 2012-03-05 at 10:51 PM.

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    Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

    once the others stop overhauling, It would be feasible... as is, you can make them, I just expect minor changes later that would through the progression off.
    Avatar by Szilard, thank you sir for the fine work!

    my home brew. you should PEACH them...
    Telekineticist
    Razor
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    blasterv4
    mindbender

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    Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

    Quote Originally Posted by bobthe6th View Post
    once the others stop overhauling, It would be feasible... as is, you can make them, I just expect minor changes later that would through the progression off.
    Unfortunately, I have no personal experience with making rule mechanics for any roleplaying game

    If you have not already looked, however, I do think a way to evolve this class may be found in looking at the powers of the Diclonius of the anime/manga "Elfen Lied".

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    Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

    Oh Bob, you make it sound like you don't want us helping you :P
    But seriously, you can always say you dont like any of the changes. Or help us make more so we can make a viable option based class ;)

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    Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

    not my intention. the more you to change it, and the less I look at it in the process, the better. once I get a big chunk of time, I'll go over the new base, futz with it, and the process starts anew. editing and revising are beautiful things. but as this is still in a permeable form, making an epic progression is a bit silly. additionally I would be bad for that as I have little to no epic play experience...
    Avatar by Szilard, thank you sir for the fine work!

    my home brew. you should PEACH them...
    Telekineticist
    Razor
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    blasterv4
    mindbender

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    Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

    Spoiler
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    This is in need of PEACH. Just skip past the old comments.


    Special thanks to VEKLIM and DerTollUdo for editing. It was a lot messier before.
    Really, first time I got an editor, and the class is better for it...

    ok, at this point, I give these to a good bit of the credit. I made the classic version in the top spoiler(verklim edited it), but those two overhauld the below with little help from me(got busy...).


    So, I have tried to make blasters. They have all been kinda busy, and introduce too many new concepts. So going to try a different tact, something in line with an invoker.

    The Telekineticist. A rather long name but oh well.

    When the psionic talent begins to surface, they show odd signs. Some of these show it through the sudden movement of objects. Flying plates and tables mark a developing psion, yet some never grow out of it. These psions grow in power, standing up to psions in their own right as masters of psionic power.




    Characteristics: The Telekineticist relies on its mind to create force affects. This can range from throwing a mass at a foe, throwing a foe, fighting with a weapon held with his mind, even to full power flight!

    Alignment: The Telekineticist can be of any alignment. The power of the mind bares no alignment above others.

    Religion: The Telekineticist favors gods of battle and psionics.

    Races: Humans are drawn to this class like any other. Small races also enjoy this class, as it lets them use brains in place of brawn. Any mining race tends to have many Telekineticists since they aid in the mining process. All psionic races tend to favor this class like any other psionic class.

    Other Classes: Martial classes tend to dislike The Telekineticist, as they seem too magical to be true martial. Magical classes enjoy The Telekineticist, as they seem to merely be imitating their own power.

    Role: Can take on the role of a secondary tank, or perhaps stealth. But this class shines at battle field control. With numerous abilities for punishing foes unwilling to move as he wishes, and the ability to physically move foes into a formation of his choice, he can add some useful utility outside of combat while performing numerous tricks at a distance.

    Game Rule Information:
    Abilities:Charisma is very important, as it is the strength of The Telekineticist. Wisdom allows The Telekineticist to maintain effects longer, and constitution helps The Telekineticist stay alive while increasing maximum Hands.

    Alignment: Any

    Hit Die: d8

    The Telekineticist
    {table=head]Level|BAB|Fort|Ref|Will|Special

    1st|+1|+0|+0|+2| Telekinetic Hands, Mental Strength, Force Blast, Wild Talent

    2nd|+2|+0|+0|+3| Telekinetic Fighting: Least

    3rd|+3|+1|+1|+3|Telekinetic Reach

    4th|+4|+1|+1|+4| Far Trick

    5th|+5|+1|+1|+4| Martial Skill, Mind's Eye

    6th|+6/+1|+2|+2|+5| Telekinetic Fighting: Lesser, Far Trick

    7th|+7/+2|+2|+2|+5| Telekinetic Flight

    8th|+8/+3|+2|+2|+6| Far Trick

    9th|+9/+4|+3|+3|+6| Martial Skill, Focused Shield

    10th|+10/+5|+3|+3|+7| Telekinetic Flight: Improved, Mind's Eye, Far Trick

    11th|+11/+6/+1|+3|+3|+7| Telekinetic Fighting: Improved, Critical Thinking

    12th|+12/+7/+2|+4|+4|+8| Ghostly Hand

    13th|+13/+8/+3|+4|+4|+8| Telekinetic Flight: Greater

    14th|+14/+9/+4|+4|+4|+9| Martial Skill

    15th|+15/+10/+5|+5|+5|+9| Disrupting Throw, Mind's Eye

    16th|+16/+11/+6/+1|+5|+5|+10| Telekinetic Fighting: Greater

    17th|+17/+12/+7/+2|+5|+5|+10| Ghostly Hand

    18th|+18/+13/+8/+3|+6|+6|+11| Critical Thinking

    19th|+19/+14/+9/+4|+6|+6|+11| Martial Skill, Singularity

    20th|+20/+15/+10/+5|+6|+6|+12| Master Of The Far Hand, Mind's Eye
    [/table]

    Class Skills

    The Telekineticist's class skills (and the key ability for each skill) are; Auto Hypnosis(Con), Balance(Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Escape artist(Dex), Hide(Dex), Knowledge (Psionics)(Int), Open Lock(Dex), Profession (Wis), Sense Motive (Wis), Slight of hand(Dex), Spot(Wis), Tumble(Dex), Use Psionic Device(Cha), Use Rope(Dex), and Psicraft (Int).

    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    Proficiencies: A Telekineticist is proficient with all Simple weapons and one martial melee weapon of their choice. They are also proficient with light and medium armor, and all shields.

    Telekinetic Hands(SU): The Telekineticist has limited capability with his power. This capability is known as Telekinetic Hands, or just Hands. The Telekineticist has a number of Hands equal to 1 + 1/3 class levels + your Constitution modifier. These Hands have a range equal to 10ft/ class level.

    If an ability that uses Hands requires a save, it has a DC of 10 + 1/2 class levels + charisma modifier. If they require a physical ability score (such as an opposed strength checks for a trip attempt), use the Charisma modifier instead. To use his Hands he must be psionically focused, although he does not expend his focus by doing so.

    Any hand which is used for a non-sustained ability is considered used until the start of your next turn, and any hand used for a sustained ability is considered used until the ability is released.

    Whenever you take an action with your hands, you may opt to instead make it a full round action. If you do so, you may use any other hand ability at the same time that has an equal or shorter action time at a cumulative -2 penalty for all rolls or saving throws involved in the actions per extra action taken.

    For instance, Jimmy is a 12th level Telekineticist with 7 Hands, he chooses to use 3 of those hands to pick up weapons to aid in flanking with his friends (a standard action) and uses another 3 Hands to bullrush a closing pack of enemies (another standard action). He would have to make all attack and opposed rolls for each of these actions at an additional -2, because his attention is split between 2 different abilities. If he also wished to use his last hand to make a focused shield in this time, the penalties for multiple actions would increase to -4 to all rolls.

    Mental Strength(SU): The Telekineticist can move an object with his mind, or perform some act of manual dexterity at any distance within the range of his Hands as a standard action.

    He may move up to 50lb/level at a rate of 30' per action, objects up to 100lb/level at a rate of 20' per action, and objects up to 150lb/level at a rate of 10' per action. You may add additional Hands to increase the speed by 10' per Hand.

    These movements are not limited in direction, but do have a limited duration. The Telekineticist can maintain pressure for up to wisdom modifier rounds, after that the object drops to the ground and the Telekineticist is fatigued for 1d4 rounds. You may not initiate this ability if you are fatigued. If you cease pressure, and do not use any ability requiring Telekinetic Hands for a full round, the duration you may keep this up is reset.

    Creatures may be moved in this way, but they get a will save to negate the effects each round. Any movement from this ability provokes attacks of opportunity as normal. The Telekineticist may not use this ability on himself.

    Objects weighing 25lb + 25lb/3 levels may be maintained without limit with one Hand. You may invest more Hands to sustain 25lbs/level per invested Hand without limit.

    The Telekineticist can also perform a feat of manual dexterity anywhere within the maximum range of his powers. This manipulation is limited by the number of hands used. If you wish to do something which would require two physical hands to achieve (like tie a knot in some rope), then you must use at least 2 hands. No additional effect is had by using more Hands than necessary for any given action.

    Force Blast(SU):As a standard action, the Telekineticist can launch a number of objects within the range of his Hands. Each object may weigh no more than 25lb/level, and requires the use of a single Hand/object. The object(s) travel up to 10ft/level and this movement may take it outside of the Hands range.

    The Telekineticist makes a single standard ranged attack (in the case of multiple targets, this result is applied to each target separately), with a -2 penalty for each object thrown beyond the first. Each object deals bludgeoning or piercing damage (DM's choice) depending on it's weight up to 1d6/25lb. Regardless of the item launched, you do not take a non-proficiency penalty for this attack. Weapons launched with this power deal bludgeoning damage according to their weight unless you are proficient with them, at which point you may deal normal weapon damage (and damage type) instead. The object or weapon deals an additional +1d6 damage for each full 10ft of movement it had remaining when it hits. The critical threat of weapons used this way is 20/x2, only one roll need be made to confirm all attacks and criticals made with a single use of Force Blast. Any enchantments or abilities the weapon/s may have are applied individually. The keen enchantment, or any similar ability involving critical threat ranges does not apply. A flaming burst weapon would always consider it's threat range as 20/x2.

    You may also focus this ability in an attempt to rip the target apart from the inside. As a standard action, you may attack one target with 1 blast per Hand you wish to use, or you may split up the targets per Hand you use.

    The Telekineticist makes a single standard ranged touch attack (in the case of multiple targets, this result is applied to each target separately, with a -2 penalty for each target after the first). This attack deals 1D4/class level force damage and the target must succeed on a fortitude save or be nauseated for 1D4 rounds. This ability only functions within the range of your Hands. This ability effects objects.

    You may not launch creatures with this ability.

    Wild Talent: You gain the feat Wild Talent as a bonus feat.

    Telekinetic Fighting(SU):

    Least:
    At 2nd level The Telekineticist may use Hands to wield weapons he is proficient with and fight within the range of his Hands. Any weapon wielded in this fashion may be moved up to 30ft in a round as a free action.

    As a standard action, you may make a single melee attack with one such weapon, using Charisma instead of Strength for the to hit and damage rolls. You only threaten squares within your physical reach, if the weapon is beyond this range it does not threaten on it's own. A one-handed or smaller weapon requires one Hand and a two-handed weapon requires two Hands to use. Any weapon(s) held by your Hands may have additional Hands added to it, each increasing the damage by 1/2 charisma modifier.

    The Telekineticist suffers -1 to hit for every 10ft increment between the weapon and The Telekineticist, and a -1 to damage for every 20ft increment between the weapon and The Telekineticist, to a maximum of the range of his Hands. He may maintain this effect for a number of rounds equal to his constitution score per encounter.

    Lesser:
    At 6th level you may make a full attack with the weapon(s) you are wielding with Telekinetic Fighting. You may not make more attacks than you could without your Telekinetic Hands, but you may spread your iterative attacks between weapons at no penalty, although the range penalty still applies. You may now hold a light or heavy shield with one Hand or a tower shield in two Hands. Such a shield may occupy any square including your own or those of your allies (but not an enemy's) and confers on anyone in that square the shield's AC bonus as a shield bonus to their own AC.

    Improved:
    As a standard action you may attack once with each weapon wielded by your Telekinetic Fighting. This is done with a single attack roll at your highest attack bonus, but takes a penalty to hit equal to the number of weapons being wielded -1.
    You may wield a weapon of a larger size category than you normally could for your size. For every size category larger than normal, the weapon requires an additional Hand to wield, these Hands do not add extra damage, but you may add further Hands to do so.

    The duration you may maintain this effect is removed.

    Greater:
    At 16th level you no longer take the distance penalties for the distance between you and your weapon, but you are still limited to the range of your Hands. Also, as a fullround action, you may attack with each weapon you hold with Hands up to the number of attacks granted from you BAB for each weapon plus any extra attacks granted from feats or weapon enchantments.

    Telekinetic Reach(SU): At third level, any weapon you are wielding with your Telekinetic Fighting threatens adjacent squares as normal for a weapon of it's type. If the weapon has the reach quality then calculate accordingly.

    Far Trick(SU):Starting at 4th lvl when your powers start to mature, you gain the ability to make specific types of attacks within the range of your Hands. These work as normal except Charisma is used instead of any physical score, and your size bonus (or penalty) does not apply to these checks.

    Each ability initially receives a penalty of -1/10ft away from the target you are. Each ability requires one hand to activate.

    At 4th level you may attempt to break down a door or bullrush an opponent.

    At 6th level you may attempt disarm attempts against foes. The penalty for breaking down doors and bull rushing is reduced to -1/20ft.

    At 8th level you may attempt trip attempts against foes. The penalty for disarming is reduced to -1/20ft, and the penalty for breaking down doors and bull rushing is reduced to -1/40ft.

    At 10th level you may attempt to grapple foes. The penalty for tripping is reduced to -1/20ft, the penalty for disarming is reduced to -1/40ft, and the penalty for breaking down doors and bull rushing is reduced to -1/80ft.

    Minds eye(SU): At 5th level, as a full round action you may gain blindsight out to half the range of your Hands until the end of your next turn. You must be psionically focused to do this.

    At 10th level this increases to the full range of your Hands.

    At 15th level you may maintain this ability indefinitely with one hand.

    At 20th level this ability no longer requires a Hand to maintain and is always active (even when you are not psionically focused).

    Martial Skill (EX): You may not be a fighter, but you understand weapons of war.

    At 5th level you gain two additional martial weapon proficiencies of your choice.

    At 9th level you gain two more additional martial weapon proficiencies of your choice.

    At 14th level you gain one additional martial weapon proficiency and one additional exotic weapon proficiency of your choice.

    At 19th level you gain two additional exotic weapon proficiencies of your choice.

    Telekinetic Flight(SU): You have finally mastered moving yourself using your Hands. One Hand is required to initiate and sustain flight. If you reach the duration of the ability, you immediately descend directly downwards at a rate equal to the fly speed (taking falling damage if you fail to reach solid ground in this distance) and become fatigued for 1d4 rounds. You may not initiate this ability if you are fatigued If you cease flying, and do not use any ability requiring Telekinetic Hands for a full round, the duration you may keep this up is reset.

    At 7th level, you may fly at a speed of 30ft with perfect maneuverability for a number of rounds equal to your Wisdom modifier. You may keep this flight up indefinitely by using three hands.

    At 11th level, your fly speed increases to 40ft and you may stay aloft for a number of rounds equal to your Wisdom score. You only need two to keep this up indefinitely.

    At 13th level, your fly speed increases to 60ft and may be sustained indefinitely with only one Hand.

    Focused Shield(SU):At 9th level you may create a barrier with your Hands as a move action. Any unattended objects or projectiles (including spells which require an attack roll) are instantly stopped and cannot pass through. If a creature attempts to pass through, it suffers an immediate bullrush attack upon contact with the barrier, as if the barrier were a gargantuan creature with a Strength score equal to your Charisma score. If the barrier wins the opposed check, the creature is pushed back 5ft (but no more, since the barrier cannot move from the squares it has been placed in). If the creature wins, it forces it's way through the barrier, causing it to disperse.

    In either case the creature takes force damage equal to 1D6 +1/ class level. The barrier is a 10ft pane, positioned as you please within Telekinesis range and requires 1 Hand to maintain. You may create and maintain multiple barriers at once, any number of barriers may be set as part of the same move action so long as you have enough hands free to create them.

    You may invest 1 more Hand to increase the damage dealt to 1D6/class level. For each additional Hand invested in this fashion you may add 1D6/class level.

    You may invest 1 additional Hand to shape the Shield. All parts must be touching.

    You may invest additional Hands to increase the size of the shield at a rate of 5'x5' per Hand. Thus with 1 extra Hand it is a 15' pane, 2 becomes 20' and so on.

    Critical Thinking(EX): Starting at 11th level, you have learned how to wield a weapon in the most dangerous fashion.

    At level 11 weapons with which you are proficient used in Force Blast get their normal critical threat range.

    At level 18 all objects wielded with Telekinetic Hands get their normal threat range and are treated as though you had Improved Critical. You do not actually gain the feat, and it does not count for prerequisites. This ability stacks in the same way as the feat.

    Ghostly Hand(SU): At 12th level, your abilities become capable of affecting ethereal objects and enemies. Objects thrown using Force Blast must be ethereal to do so, but weapons wielded using Telekinetic Fighting are treated as being both corporeal and ethereal from now on.

    At 17th level all your abilities can effect creatures and objects from any coterminous planes.

    Disrupting Throw(SU): At 15th level, as an immediate action, you may attempt an attack of opportunity against any opponent up to 5ft/class level away. They must have just taken an action which would provoke an attack of opportunity were you adjacent to them, but you need not be threatening the opponent. You may use your Force Blast ability, or any of the abilities you know through Far Trick. This counts towards your attacks of opportunity for the round.

    Singularity(SU):As a standard action, you may draw enemies to a designated point. This point may effect any or all creatures (not objects, although undead are susceptible) within 30' of the center point.
    To do so, you must use one Hand (the singularity) + one Hand per target (the gravity) and each target may not be more than 50lbs/level. Upon using this ability, you must make a ranged touch attack against the target to 'grab' them with a hand, then the target must succeed on a Fort save or be drawn to to point. You may use more Hands per target to increase the saves and weight limit for this ability at an additional +5 Fort DC per Hand used for the target and +50lbs per Hand used for the target.

    If they get drawn to the point, they are held there until they can pass a Fort save with an added difficulty of +2 per additional target caught in the singularity.

    Upon collision with another target at the center point, each target takes bludgeoning damage equal to 2d6/10' each target traveled. For example, there are 3 targets. 1 travels 20' 2 travels 10' and 3 travels 30'. Upon collision at the center they each take 6d6 bludgeoning damage.

    For each round, on the start of their turn that they begin in the singularity, each target will take 5d6 crushing damage as the force holding them applies pressure. You may invest more hands in the singularity, to increase the damage they take by an additional 5d6/Hand.

    Alternatively, you may make the field repel creatures. Doing this requires 1 Hand + 1 Hand/target. You may invest extra Hands per target to increase the save DCs by +2 for each extra Hand on a target as well as increase the distance thrown by the field by 10' per hand.

    When targeted by the repulsion singularity, a creature must make a fort save to avoid being repulsed 30'. If they fail they cannot reenter the field until the ability is dropped. Once they have been repelled they must make a reflex save or take 5d6 +5d6/Hand invested in the damage.

    Master Of The Far Hand(EX): At 20th level, you have reached the pinnacle of your mental power. Reality becomes an illusion which you can bend like putty, and many of your abilities are enhanced as follows:

    All your class abilities are now considered Extraordinary.

    Your Disrupting Throw becomes a free action, still taking up an attack of opportunity per use. It may also be used anywhere within your Telekinesis range.

    Your flight speed increases to 120ft.

    You no longer take range penalties to your far tricks.

    You no longer take range penalties to your Telekinetic Fighting.

    The Telekinetic Hands gained through class levels and feats is doubled from this point on.

    --------------------------------------------------------------------------

    ACFs

    Pure Telekineticist.
    Spoiler
    Show

    Replaces: Martial Skill, Telekinetic Fighting, Martial Weapon Proficiency, and Telekinetic Reach.

    Benefit:The number of Hands you have is increased to 1 Hand/Class Level. The range of your telekinesis increases to 20ft/level.


    Unarmed Telekineticist
    Spoiler
    Show

    Replaces: Martial Skill, Martial Weapon Proficiency, Medium Armor Proficiency.

    Benefit: You may generate weapons of pure force. These deal damage equal to 1d6/Hand force damage. They gain a bonus to hit and to damage equal to 1/2*Charisma Modifier*(Invested Hands + 1) maximum Hands invested in a single weapon are equal to your class levels. These are treated as weapons the Telekineticist is proficient with for all purposes. Their critical range is 20/x2.



    Magic Items
    --------------------------------------------------------------------------
    Miniature Boulder:
    This item is very useful to a Telekineticist. It has the dimensions of a marble, and weighs much the same.
    As a move action (or free action with the quick draw feat) the marble can be activated. After its activation, the marble can be made to weigh up to 500lb, always growing to a foot diameter sphere. Another move action is required to reduce it back down to marble size.


    Ok added Repulsion to Singularity. Removed the combo line from Unarmed. Still need to reword what the ACFs lose and gain. Is your Mentalist ready to be inserted? Thoughts on Repulsion?
    Last edited by DerTollUdo; 2012-03-06 at 10:54 PM.

  14. - Top - End - #134
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    Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

    OK, I've done The Traveller and The Beast to go with The Mentalist, lemme know if I'm on the right track or not and I'll make the rest!

    TK SAVANT ACF
    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 specialised 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.

    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.

    Warp Reality
    Replaces: Medium Armour Proficiency, Martial Skill, Critical Thinking.
    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
    Replaces: Far Trick
    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:
    You always count as using at least two extra hands to augment your Warp Reality abilities, even if you chose not to spend additional hands to do so (so if you were to augment with 2 extra hands, you would count as having used 4 extra hands instead, if you choose not to augment at all, you still count as having done so with 2 hands.)

    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
    Show
    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 use your Hands to make claws. As a move action you may use a Hand to gain a natural claw attack with which you are automatically proficient. 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 Traveller (Psychoportation)
    Spoiler
    Show
    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 Traveler 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
    Show
    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.
    Last edited by Veklim; 2012-03-06 at 06:11 PM.
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  15. - Top - End - #135
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    Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

    Does the Mentalist get Telepathy? Because I don't see it.
    Last edited by Kobold-Bard; 2012-03-06 at 07:19 PM.
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    Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

    I will say this, from the skim if your acf, it looks solid. However I have no real intered in them so wont judge them until you are totally done with them lol.

    But you still havent mentioned your thoughts on repulsion.

  17. - Top - End - #137
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    Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

    Quote Originally Posted by Kobold-Bard View Post
    Does the Mentalist get Telepathy? Because I don't see it.
    Not yet, no. I have rectified this with a feat though (because TKs need feats to have options, since very few standard feats help them much!).

    Enhanced Discipline
    Requirements: Level 1 Telekineticist with the TK Savant ACF
    Benefits: You gain a +1 bonus to your psi-like abilities' save DCs, and their durations improve by 50%. You also gain an additional benefit depending upon which discipline you follow, as listed below:
    The Beast: You gain scent
    The Mentalist: You gain telepathy (limited to your TK range)
    The Traveller: You gain fast movement (+10ft to all base speeds)
    You must be psionically focused to gain these effects.
    Special: This feat may only be taken at first level.

    Quote Originally Posted by DerTollUdo View Post
    But you still havent mentioned your thoughts on repulsion.
    Looks good to me, the DC increase at the end of the first paragraph in Singularity should be +2 not +5 though, imo at least. +5/hand as a 19th level ability makes it a SoS with no hope of saving!
    Singularity now has 2 functions, and they seem pretty balanced with each other, certainly not OP for a 19th level ability and it all makes sense. I don't see much of anything which needs tweaking with it just now, but if anything makes itself known I'll prod you
    Last edited by Veklim; 2012-03-07 at 06:42 AM.
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  18. - Top - End - #138
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    Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

    Well good then. As for the change to +2 I had made that...guess I copy pastaed the wrong post lol. I'll repost with it in there, add in your ACF, and put a feat section so he can have it all in the first post.

  19. - Top - End - #139
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    Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

    So, can a focused shield be created over a creature, like the energy wall power can? Either way the ability needs to state if you can/can't.

    Also, a pure TK can deal 90d6 points of damage with that wall at level 10 - and that is assuming a +0 con mod (1 to maintain, 1 to change to d6/level, 8 additional d6/level). A regular TK with a con mod of +6 can do the same, although it would take all of their hands to do it.

    Perhaps each extra hand spent to increase the damage could add +1d6 damage and +2 to the bullrush check. That promotes creating more walls instead of a single pseudo sphere of annihilation. Maybe make up the lost damage with some status effects.

    Also, if you can form the wall around creatures you could create an infinite ping-pong situation where a creature is smacked around by two walls for infinite damage.

    So maybe:
    Spoiler
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    Focused Shield(SU):At 9th level you may create a barrier with your Hands as a move action. Any unattended objects or projectiles (including spells which require an attack roll) are instantly stopped and cannot pass through. If a creature attempts to pass through, it suffers an immediate bullrush attack upon contact with the barrier, as if the barrier were a gargantuan creature (+12 size bonus) with a Strength score equal to your Charisma score. If the barrier wins the opposed check, the creature is pushed out of the wall in the direction it attempted to enter from. The wall cannot push the creature farther than 5ft from its edges (as the wall does not move with the creature). If the creature wins, it forces it's way through the barrier, causing it to disperse. You may form the barrier over a creature, in which case it is effected as though it had tried to pass though the wall (The creature is pushed towards the closest edge of the wall, or whatever direction is not facing you in case of a tie). If the creature is pushed/thrown into the wall, use the bullrush check of the creature/force that pushed them into the wall instead of the creature's if it is higher. You cannot form multiple barriers in the same square.

    Any creature that attempts to pass through the barrier takes force damage equal to 1D6 +1/ class level. The barrier is a 10ft x 10ft pane, positioned as you please within Telekinesis range. You may create and maintain multiple barriers at once, and any number of barriers may be set as part of the same move action so long as you have enough hands free to create them. Each barrier (including the first) requires a hand to create and maintain.

    You may augment this ability by investing additional hands, as described below:

    You may increase the force with which the wall pushes creatures away. Each additional hand invested in this way increases the damage by 1d6 and adds an additional +2 bonus to its bullrush check. If this more powerful wall succeeds on a bullrush check by 10 or more the creature is knocked prone, and if it succeeds by 20 or more the creature is stunned for 1 round unless it makes a fort save (DC 10 + 1/2 class level + your charisma modifier).

    You may invest 1 additional Hand to shape the Shield. All parts must be touching, but the barrier can otherwise take any shape you desire.

    You may invest additional Hands to increase the size of the shield at a rate of 5'x5' per Hand. Thus with 1 extra Hand it is a 15'x15' pane, with 2 it becomes 20'x20' and so on.
    Last edited by Magikeeper; 2012-03-08 at 09:08 PM.

  20. - Top - End - #140
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    Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

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    This is in need of PEACH. Just skip past the old comments.


    Special thanks to VEKLIM and DerTollUdo for editing. It was a lot messier before.
    Really, first time I got an editor, and the class is better for it...

    So, I have tried to make blasters. They have all been kinda busy, and introduce too many new concepts. So going to try a different tact, something in line with an invoker.

    The Telekineticist. A rather long name but oh well.

    When the psionic talent begins to surface, they show odd signs. Some of these show it through the sudden movement of objects. Flying plates and tables mark a developing psion, yet some never grow out of it. These psions grow in power, standing up to psions in their own right as masters of psionic power.




    Characteristics: The Telekineticist relies on its mind to create force affects. This can range from throwing a mass at a foe, throwing a foe, fighting with a weapon held with his mind, even to full power flight!

    Alignment: The Telekineticist can be of any alignment. The power of the mind bares no alignment above others.

    Religion: The Telekineticist favors gods of battle and psionics.

    Races: Humans are drawn to this class like any other. Small races also enjoy this class, as it lets them use brains in place of brawn. Any mining race tends to have many Telekineticists since they aid in the mining process. All psionic races tend to favor this class like any other psionic class.

    Other Classes: Martial classes tend to dislike The Telekineticist, as they seem too magical to be true martial. Magical classes enjoy The Telekineticist, as they seem to merely be imitating their own power.

    Role: Can take on the role of a secondary tank, or perhaps stealth. But this class shines at battle field control. With numerous abilities for punishing foes unwilling to move as he wishes, and the ability to physically move foes into a formation of his choice, he can add some useful utility outside of combat while performing numerous tricks at a distance.

    Game Rule Information:
    Abilities:Charisma is very important, as it is the strength of The Telekineticist. Wisdom allows The Telekineticist to maintain effects longer, and constitution helps The Telekineticist stay alive while increasing maximum Hands.

    Alignment: Any

    Hit Die: d8

    The Telekineticist
    {table=head]Level|BAB|Fort|Ref|Will|Special

    1st|+1|+0|+0|+2| Telekinetic Hands, Mental Strength, Force Blast, Wild Talent

    2nd|+2|+0|+0|+3| Telekinetic Fighting: Least

    3rd|+3|+1|+1|+3|Telekinetic Reach

    4th|+4|+1|+1|+4| Far Trick

    5th|+5|+1|+1|+4| Martial Skill, Mind's Eye

    6th|+6/+1|+2|+2|+5| Telekinetic Fighting: Lesser, Far Trick

    7th|+7/+2|+2|+2|+5| Telekinetic Flight

    8th|+8/+3|+2|+2|+6| Far Trick

    9th|+9/+4|+3|+3|+6| Martial Skill, Focused Shield

    10th|+10/+5|+3|+3|+7| Telekinetic Flight: Improved, Mind's Eye, Far Trick

    11th|+11/+6/+1|+3|+3|+7| Telekinetic Fighting: Improved, Critical Thinking

    12th|+12/+7/+2|+4|+4|+8| Ghostly Hand

    13th|+13/+8/+3|+4|+4|+8| Telekinetic Flight: Greater

    14th|+14/+9/+4|+4|+4|+9| Martial Skill

    15th|+15/+10/+5|+5|+5|+9| Disrupting Throw, Mind's Eye

    16th|+16/+11/+6/+1|+5|+5|+10| Telekinetic Fighting: Greater

    17th|+17/+12/+7/+2|+5|+5|+10| Ghostly Hand

    18th|+18/+13/+8/+3|+6|+6|+11| Critical Thinking

    19th|+19/+14/+9/+4|+6|+6|+11| Martial Skill, Singularity

    20th|+20/+15/+10/+5|+6|+6|+12| Master Of The Far Hand, Mind's Eye
    [/table]

    Class Skills

    The Telekineticist's class skills (and the key ability for each skill) are; Auto Hypnosis(Con), Balance(Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Escape artist(Dex), Hide(Dex), Knowledge (Psionics)(Int), Open Lock(Dex), Profession (Wis), Sense Motive (Wis), Slight of hand(Dex), Spot(Wis), Tumble(Dex), Use Psionic Device(Cha), Use Rope(Dex), and Psicraft (Int).

    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    Proficiencies: A Telekineticist is proficient with all Simple weapons and one martial melee weapon of their choice. They are also proficient with light and medium armor, and all shields.

    Telekinetic Hands(SU): The Telekineticist has limited capability with his power. This capability is known as Telekinetic Hands, or just Hands. The Telekineticist has a number of Hands equal to 1 + 1/3 class levels + your Constitution modifier. These Hands have a range equal to 10ft/ class level.

    If an ability that uses Hands requires a save, it has a DC of 10 + 1/2 class levels + charisma modifier. If they require a physical ability score (such as an opposed strength checks for a trip attempt), use the Charisma modifier instead. To use his Hands he must be psionically focused, although he does not expend his focus by doing so.

    Any hand which is used for a non-sustained ability is considered used until the start of your next turn, and any hand used for a sustained ability is considered used until the ability is released.

    Whenever you take an action with your hands, you may opt to instead make it a full round action. If you do so, you may use any other hand ability at the same time that has an equal or shorter action time at a cumulative -2 penalty for all rolls or saving throws involved in the actions per extra action taken.

    For instance, Jimmy is a 12th level Telekineticist with 7 Hands, he chooses to use 3 of those hands to pick up weapons to aid in flanking with his friends (a standard action) and uses another 3 Hands to bullrush a closing pack of enemies (another standard action). He would have to make all attack and opposed rolls for each of these actions at an additional -2, because his attention is split between 2 different abilities. If he also wished to use his last hand to make a focused shield in this time, the penalties for multiple actions would increase to -4 to all rolls.

    Mental Strength(SU): The Telekineticist can move an object with his mind, or perform some act of manual dexterity at any distance within the range of his Hands as a standard action.

    He may move up to 50lb/level at a rate of 30' per action, objects up to 100lb/level at a rate of 20' per action, and objects up to 150lb/level at a rate of 10' per action. You may add additional Hands to increase the speed by 10' per Hand.

    These movements are not limited in direction, but do have a limited duration. The Telekineticist can maintain pressure for up to wisdom modifier rounds, after that the object drops to the ground and the Telekineticist is fatigued for 1d4 rounds. You may not initiate this ability if you are fatigued. If you cease pressure, and do not use any ability requiring Telekinetic Hands for a full round, the duration you may keep this up is reset.

    Creatures may be moved in this way, but they get a will save to negate the effects each round. Any movement from this ability provokes attacks of opportunity as normal. The Telekineticist may not use this ability on himself.

    Objects weighing 25lb + 25lb/3 levels may be maintained without limit with one Hand. You may invest more Hands to sustain 25lbs/level per invested Hand without limit.

    The Telekineticist can also perform a feat of manual dexterity anywhere within the maximum range of his powers. This manipulation is limited by the number of hands used. If you wish to do something which would require two physical hands to achieve (like tie a knot in some rope), then you must use at least 2 hands. No additional effect is had by using more Hands than necessary for any given action.

    Force Blast(SU):As a standard action, the Telekineticist can launch a number of objects within the range of his Hands. Each object may weigh no more than 25lb/level, and requires the use of a single Hand/object. The object(s) travel up to 10ft/level and this movement may take it outside of the Hands range.

    The Telekineticist makes a single standard ranged attack (in the case of multiple targets, this result is applied to each target separately), with a -2 penalty for each object thrown beyond the first. Each object deals bludgeoning or piercing damage (DM's choice) depending on it's weight up to 1d6/25lb. Regardless of the item launched, you do not take a non-proficiency penalty for this attack. Weapons launched with this power deal bludgeoning damage according to their weight unless you are proficient with them, at which point you may deal normal weapon damage (and damage type) instead. The object or weapon deals an additional +1d6 damage for each full 10ft of movement it had remaining when it hits. The critical threat of weapons used this way is 20/x2, only one roll need be made to confirm all attacks and criticals made with a single use of Force Blast. Any enchantments or abilities the weapon/s may have are applied individually. The keen enchantment, or any similar ability involving critical threat ranges does not apply. A flaming burst weapon would always consider it's threat range as 20/x2.

    You may also focus this ability in an attempt to rip the target apart from the inside. As a standard action, you may attack one target with 1 blast per Hand you wish to use, or you may split up the targets per Hand you use.

    The Telekineticist makes a single standard ranged touch attack (in the case of multiple targets, this result is applied to each target separately, with a -2 penalty for each target after the first). This attack deals 1D4/class level force damage and the target must succeed on a fortitude save or be nauseated for 1D4 rounds. This ability only functions within the range of your Hands. This ability effects objects.

    You may not launch creatures with this ability.

    Wild Talent: You gain the feat Wild Talent as a bonus feat.

    Telekinetic Fighting(SU):

    Least:
    At 2nd level The Telekineticist may use Hands to wield weapons he is proficient with and fight within the range of his Hands. Any weapon wielded in this fashion may be moved up to 30ft in a round as a free action.

    As a standard action, you may make a single melee attack with one such weapon, using Charisma instead of Strength for the to hit and damage rolls. You only threaten squares within your physical reach, if the weapon is beyond this range it does not threaten on it's own. A one-handed or smaller weapon requires one Hand and a two-handed weapon requires two Hands to use. Any weapon(s) held by your Hands may have additional Hands added to it, each increasing the damage by 1/2 charisma modifier.

    The Telekineticist suffers -1 to hit for every 10ft increment between the weapon and The Telekineticist, and a -1 to damage for every 20ft increment between the weapon and The Telekineticist, to a maximum of the range of his Hands. He may maintain this effect for a number of rounds equal to his constitution score per encounter.

    Lesser:
    At 6th level you may make a full attack with the weapon(s) you are wielding with Telekinetic Fighting. You may not make more attacks than you could without your Telekinetic Hands, but you may spread your iterative attacks between weapons at no penalty, although the range penalty still applies. You may now hold a light or heavy shield with one Hand or a tower shield in two Hands. Such a shield may occupy any square including your own or those of your allies (but not an enemy's) and confers on anyone in that square the shield's AC bonus as a shield bonus to their own AC.

    Improved:
    As a standard action you may attack once with each weapon wielded by your Telekinetic Fighting. This is done with a single attack roll at your highest attack bonus, but takes a penalty to hit equal to the number of weapons being wielded -1.
    You may wield a weapon of a larger size category than you normally could for your size. For every size category larger than normal, the weapon requires an additional Hand to wield, these Hands do not add extra damage, but you may add further Hands to do so.

    The duration you may maintain this effect is removed.

    Greater:
    At 16th level you no longer take the distance penalties for the distance between you and your weapon, but you are still limited to the range of your Hands. Also, as a fullround action, you may attack with each weapon you hold with Hands up to the number of attacks granted from you BAB for each weapon plus any extra attacks granted from feats or weapon enchantments.

    Telekinetic Reach(SU): At third level, any weapon you are wielding with your Telekinetic Fighting threatens adjacent squares as normal for a weapon of it's type. If the weapon has the reach quality then calculate accordingly.

    Far Trick(SU):Starting at 4th lvl when your powers start to mature, you gain the ability to make specific types of attacks within the range of your Hands. These work as normal except Charisma is used instead of any physical score, and your size bonus (or penalty) does not apply to these checks.

    Each ability initially receives a penalty of -1/10ft away from the target you are. Each ability requires one hand to activate.

    At 4th level you may attempt to break down a door or bullrush an opponent.

    At 6th level you may attempt disarm attempts against foes. The penalty for breaking down doors and bull rushing is reduced to -1/20ft.

    At 8th level you may attempt trip attempts against foes. The penalty for disarming is reduced to -1/20ft, and the penalty for breaking down doors and bull rushing is reduced to -1/40ft.

    At 10th level you may attempt to grapple foes. The penalty for tripping is reduced to -1/20ft, the penalty for disarming is reduced to -1/40ft, and the penalty for breaking down doors and bull rushing is reduced to -1/80ft.

    Minds eye(SU): At 5th level, as a full round action you may gain blindsight out to half the range of your Hands until the end of your next turn. You must be psionically focused to do this.

    At 10th level this increases to the full range of your Hands.

    At 15th level you may maintain this ability indefinitely with one hand.

    At 20th level this ability no longer requires a Hand to maintain and is always active (even when you are not psionically focused).

    Martial Skill (EX): You may not be a fighter, but you understand weapons of war.

    At 5th level you gain two additional martial weapon proficiencies of your choice.

    At 9th level you gain two more additional martial weapon proficiencies of your choice.

    At 14th level you gain one additional martial weapon proficiency and one additional exotic weapon proficiency of your choice.

    At 19th level you gain two additional exotic weapon proficiencies of your choice.

    Telekinetic Flight(SU): You have finally mastered moving yourself using your Hands. One Hand is required to initiate and sustain flight. If you reach the duration of the ability, you immediately descend directly downwards at a rate equal to the fly speed (taking falling damage if you fail to reach solid ground in this distance) and become fatigued for 1d4 rounds. You may not initiate this ability if you are fatigued If you cease flying, and do not use any ability requiring Telekinetic Hands for a full round, the duration you may keep this up is reset.

    At 7th level, you may fly at a speed of 30ft with perfect maneuverability for a number of rounds equal to your Wisdom modifier. You may keep this flight up indefinitely by using three hands.

    At 11th level, your fly speed increases to 40ft and you may stay aloft for a number of rounds equal to your Wisdom score. You only need two to keep this up indefinitely.

    At 13th level, your fly speed increases to 60ft and may be sustained indefinitely with only one Hand.

    Focused Shield(SU):At 9th level you may create a barrier with your Hands as a move action. Any unattended objects or projectiles (including spells which require an attack roll) are instantly stopped and cannot pass through. If a creature attempts to pass through, it suffers an immediate bullrush attack upon contact with the barrier, as if the barrier were a gargantuan creature (+12 size bonus) with a Strength score equal to your Charisma score. If the barrier wins the opposed check, the creature is pushed out of the wall in the direction it attempted to enter from. The wall cannot push the creature farther than 5ft from its edges (as the wall does not move with the creature). If the creature wins, it forces it's way through the barrier, causing it to disperse. You may form the barrier over a creature, in which case it is effected as though it had tried to pass though the wall (The creature is pushed towards the closest edge of the wall, or whatever direction is not facing you in case of a tie). If the creature is pushed/thrown into the wall, use the bullrush check of the creature/force that pushed them into the wall instead of the creature's if it is higher. You cannot form multiple barriers in the same square.

    Any creature that attempts to pass through the barrier takes force damage equal to 1D6 +1/ class level. The barrier is a 10ft x 10ft pane, positioned as you please within Telekinesis range. You may create and maintain multiple barriers at once, and any number of barriers may be set as part of the same move action so long as you have enough hands free to create them. Each barrier (including the first) requires a hand to create and maintain.

    You may augment this ability by investing additional hands, as described below:

    You may increase the force with which the wall pushes creatures away. Each additional hand invested in this way increases the damage by 1d6 and adds an additional +2 bonus to its bullrush check. If this more powerful wall succeeds on a bullrush check by 10 or more the creature is knocked prone, and if it succeeds by 20 or more the creature is stunned for 1 round unless it makes a fort save (DC 10 + 1/2 class level + your charisma modifier).

    You may invest 1 additional Hand to shape the Shield. All parts must be touching, but the barrier can otherwise take any shape you desire.

    You may invest additional Hands to increase the size of the shield at a rate of 5'x5' per Hand. Thus with 1 extra Hand it is a 15'x15' pane, with 2 it becomes 20'x20' and so on.

    Critical Thinking(EX): Starting at 11th level, you have learned how to wield a weapon in the most dangerous fashion.

    At level 11 weapons with which you are proficient used in Force Blast get their normal critical threat range.

    At level 18 all objects wielded with Telekinetic Hands get their normal threat range and are treated as though you had Improved Critical. You do not actually gain the feat, and it does not count for prerequisites. This ability stacks in the same way as the feat.

    Ghostly Hand(SU): At 12th level, your abilities become capable of affecting ethereal objects and enemies. Objects thrown using Force Blast must be ethereal to do so, but weapons wielded using Telekinetic Fighting are treated as being both corporeal and ethereal from now on.

    At 17th level all your abilities can effect creatures and objects from any coterminous planes.

    Disrupting Throw(SU): At 15th level, as an immediate action, you may attempt an attack of opportunity against any opponent up to 5ft/class level away. They must have just taken an action which would provoke an attack of opportunity were you adjacent to them, but you need not be threatening the opponent. You may use your Force Blast ability, or any of the abilities you know through Far Trick. This counts towards your attacks of opportunity for the round.

    Singularity(SU):As a standard action, you may draw enemies to a designated point. This point may effect any or all creatures (not objects, although undead are susceptible) within 30' of the center point.
    To do so, you must use one Hand (the singularity) + one Hand per target (the gravity) and each target may not be more than 50lbs/level. Upon using this ability, you must make a ranged touch attack against the target to 'grab' them with a hand, then the target must succeed on a Fort save or be drawn to to point. You may use more Hands per target to increase the saves and weight limit for this ability at an additional +2 Fort DC per Hand used for the target and +50lbs/level per Hand used for the target.

    If they get drawn to the point, they are held there until they can pass a Fort save with an added difficulty of +2 per additional target caught in the singularity.

    Upon collision with another target at the center point, each target takes bludgeoning damage equal to 2d6/10' each target traveled. For example, there are 3 targets. 1 travels 20' 2 travels 10' and 3 travels 30'. Upon collision at the center they each take 6d6 bludgeoning damage.

    For each round, on the start of their turn that they begin in the singularity, each target will take 5d6 crushing damage as the force holding them applies pressure. You may invest more hands in the singularity, to increase the damage they take by an addition 5d6/Hand.

    Alternatively, you may make the field repel creatures. Doing this requires 1 Hand + 1 Hand/target. You may invest extra Hands per target to increase the save DCs by +2 for each extra Hand on a target as well as increase the distance thrown by the field by 10' per hand.

    When targeted by the repulsion singularity, a creature must make a fort save to avoid being repulsed 30'. If they fail they cannot reenter the field until the ability is dropped. Once they have been repelled they must make a reflex save or take 5d6 +5d6/Hand invested in the damage.

    Master Of The Far Hand(EX): At 20th level, you have reached the pinnacle of your mental power. Reality becomes an illusion which you can bend like putty, and many of your abilities are enhanced as follows:

    All your class abilities are now considered Extraordinary.

    Your Disrupting Throw becomes a free action, still taking up an attack of opportunity per use. It may also be used anywhere within your Telekinesis range.

    Your flight speed increases to 120ft.

    You no longer take range penalties to your far tricks.

    You no longer take range penalties to your Telekinetic Fighting.

    The Telekinetic Hands gained through class levels and feats is doubled from this point on.

    --------------------------------------------------------------------------

    ACFs

    Pure Telekineticist.
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    Replaces: Martial Skill, Telekinetic Fighting, Martial Weapon Proficiency, and Telekinetic Reach.

    Benefit:The number of Hands you have is increased to 1 Hand/Class Level. The range of your telekinesis increases to 20ft/level.


    Unarmed Telekineticist
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    Replaces: Martial Skill, Martial Weapon Proficiency, Medium Armor Proficiency.

    Benefit: You may generate weapons of pure force. These deal damage equal to 1d6/Hand force damage. They gain a bonus to hit and to damage equal to 1/2*Charisma Modifier*(Invested Hands + 1) maximum Hands invested in a single weapon are equal to your class levels. These are treated as weapons the Telekineticist is proficient with for all purposes. Their critical range is 20/x2.

    These weapons may take the shape/color of whatever you chose, but this has no mechanical effect.




    TK SAVANT ACF
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    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 specialised 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.

    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.

    Warp Reality
    Replaces: Medium Armour Proficiency, Martial Skill, Critical Thinking.
    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
    Replaces: Far Trick
    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:
    You always count as using at least two extra hands to augment your Warp Reality abilities, even if you chose not to spend additional hands to do so (so if you were to augment with 2 extra hands, you would count as having used 4 extra hands instead, if you choose not to augment at all, you still count as having done so with 2 hands.)

    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)
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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 use your Hands to make claws. As a move action you may use a Hand to gain a natural claw attack with which you are automatically proficient. 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 Traveller (Psychoportation)
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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 Traveler 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)
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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.


    Magic Items
    --------------------------------------------------------------------------
    Miniature Boulder:
    This item is very useful to a Telekineticist. It has the dimensions of a marble, and weighs much the same.
    As a move action (or free action with the quick draw feat) the marble can be activated. After its activation, the marble can be made to weigh up to 500lb, always growing to a foot diameter sphere. Another move action is required to reduce it back down to marble size.


    Ok, as stands current version of class...then Magikeeper found time to post, finally :P, and so he points out a super flaw...and I adopt his version of focused shield. Any objections? Also added to unarmed saying you can fluff your lightsabers however you please.

  21. - Top - End - #141
    Troll in the Playground
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    Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

    Hey, this class looks interesting!

    What's the current balance look for it? And would it be possible to use it for Pathfinder?
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  22. - Top - End - #142
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    Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

    DerTrollUdo seems to be building a charicter with it, but I have yet to really play test the thing. (need to find a good way to do that for all my homebrew...)

    PF... I don't know, but I think PF tries to make all classes T3? I think this class is around there, maybe T2 at level 20(combat reflexes, throw... or just shields...)
    Avatar by Szilard, thank you sir for the fine work!

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  23. - Top - End - #143
    Ogre in the Playground
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    Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

    I wouldn't put it into Tier 2. The tier system is based on versatility and tier1/2 are basically world/game breakers. The only thing i see in this class that could become such to an extent is force blast due to potentially ridiculous damage, everything else seems okay.
    Mind you it'd still be a very powerful Tier 3. When compared to everything else in Tier 3 its probably close to taking over as alpha of the pack.

    The other ACFs seem pretty good.
    The Beast seems a bit out of place since the Telekineticist is mostly a ranged character, but it can work. Metamorphosis is awesome, especially if you can get more hands by changing into a high-con creature.
    Traveller fits very well.

    On the matter of my suggestion for Mental Strenght, I still like my version best (I know, what a shock). I'll post it here slightly modified.

    Each hand may move a mass of 50lb/lvl at a speed of 30' per round. For every increase of the weight that is to be moved, the maximum speed is reduced accordingly. Any resulting speed of less than 5'/rd means the object cannot be moved.
    Example: Thomas, the third level Telekineticist has access to 4 hands and attempts to lift and transport the corpse of a large hill giant that his party has just slain. The hill giant weighs 600lb. One of Thomas' hands has a base capacity of 150lb at 30' at this point. this would allow him to move the hill giant at a speed of 5'/rd as the weight to move is 4 times the hand's base capability and as such he can only move it at quarter speed. In the same way, using 2 hands would allow him to pick up speed to 15'/rd and using all four would allow him to transport the giant at 30'/rd.
    Special: Even if the mass is less than the base capacity of the assigned hands, movement may never exceed the Telekineticists base movemenet speed.
    This movement is limited to a duration equal to the Telekineticist's wisdom modifier in rounds. After this time has passed, the hand's buckle under the pressure and the psychic backlash leaves the Telekineticist fatigued for 1d4 rounds. Once he is no longer fatigued, he may resume the movement. He may not use this ability if he is fatigued or exhausted.
    If the mass does not exceed 25lb/lvl times the number of hands invested, the movement may be kept up indefinitely and the Telekineticist is not fatigued once he stops it.
    Last edited by Re'ozul; 2012-03-08 at 03:02 AM.
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  24. - Top - End - #144
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    Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

    This is definitely and firmly in the Tier 3 camp, it has a diverse set of abilities, heavy damage potential and a fair few choices, but it certainly lacks the awesome power/versatility of a tier 2 class. It is rather powerful for tier 3, but not excessively so as far as I can see. With regards to PF, what are the main differences compared to 3.5? This may well be fine for PF as long as too much hasn't changed, the TK stuff is pretty stand-alone for mechanically, so the chances of accidental oversight leading to horrific shenanigans shouldn't be too likely at all.

    The Mental Strength debate is not going away is it?! I still prefer my option of keeping the 25ft (light load, sustainable) and 50ft (heavy load, limited) mechanic in place, and allowing 20ft movement at double heavy load, allowing for 10ft dragging at 5 times heavy load. Makes it all so much simpler than having to divide awkward numbers, round off to nearest 5ft increments and worrying about hasty calculations being wrong! This way it's all simple multiplication, adding hands just affects the total mass you can move so all you need do is add another to increase speed/load capability!

    As far as the ACFs go, I made The Mentalist because of something Kobald-Bard said, and I really liked it so wanted to do more. The Traveller is perhaps my favourite, because it gives the TK a useful niche which sits well within the base theme of the class. The Beast is a little different, but then again I like the idea of giving a nature-themed ACF to these guys. They hold no alliegence to civilisation, magic or a god, there's no good reason to disallow a shiftery type nature bunny, and the addition of claw attacks means a whole new bunch of strategies could emerge. Playing any one of these ACFs should mean playing a whole new type of TK character, and that was my aim. I have 2 more to post tonight, keep eyes open!

    Oh, DerTollUdo dude...still not got a feat section up on the latest class posting. I realise you ended up posting a whole ability fix so figured you'd probably just forgotten!
    All I ask is a tall ship, and a star to steer her by.

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  25. - Top - End - #145
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    Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

    Your mental strenght version is good as well.

    Going with pure telekineticist it would allow 100,000lb / 10' drag at level 20.
    mine would allow 120,000 / 5' at level 20. Overall yours is more streamlined and probably better for application.
    Either version is absolutely okay with me as I just want to avoid the problem of having a too low ceiling on carrying capacity.

    And now for a thought experiment.
    You have two identical telekineticist.
    Both attempt to move the other away from them/towards them ... what happens. Alternately one tries to move the other closer, the other tries to push him away...
    Last edited by Re'ozul; 2012-03-08 at 10:54 AM.
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  26. - Top - End - #146
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    DruidGuy

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    Jan 2012

    Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

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    The version in progress is here extras can be found here.

    Special thanks to VEKLIM and DerTollUdo for editing and content creation. It was a lot messier and barren before.

    The Telekineticist.

    When a psion begins manifesting their power for the first time, they often discover their powers in telekinesis. The sudden movement of objects, flying crockery, stacking chairs and juggling balls are all commonplace events when a young psion is learning. Most grow out of this phase, finding other, more dramatic, specific or subtle uses for their talents. However, a few never move past the telekinetic, finding that the more they practice, the more control and precision they gain on the world around them. Over time their mastery of movement becomes legendary, and many a story has been told of various members of this class. These rare individuals are known as The Telekineticists.

    Characteristics: The Telekineticist relies on its mind to use his powers. This can range from throwing a mass at a foe, throwing a foe, fighting with a weapon held with his mind, even to full power flight!

    Alignment: The power of The Telekineticist favors no alignment above others.

    Religion: The Telekineticist favors gods of battle and psionics.

    Races: Humans are drawn to this class like any other. Small races enjoy this class, as it lets them use brains instead of brawn. Any mining race tends to have many Telekineticists since they aid in the mining process. All psionic races tend to favor this class.

    Other Classes: Martial classes tend to dislike The Telekineticist, as they seem too magical to be a true martial. Magical classes enjoy The Telekineticist, as they seem to merely be imitating their own power.

    Role: Can take on the role of utility or perhaps stealth. But this class shines as a battle field controller. With numerous abilities for punishing foes unwilling to move as he wishes, and the ability to physically move foes into a formation of his choice, he can add some useful utility outside of combat while performing numerous tasks at a distance.

    Game Rule Information:
    Abilities:Charisma is the strength of The Telekineticist. Constitution helps them stay alive while increasing maximum Hands. Wisdom allows them to maintain effects longer.

    Alignment: Any

    Hit Die: d6

    The Telekineticist
    {table=head]Level|BAB|Fort|Ref|Will|Special

    1st|+1|+0|+0|+2| Telekinetic Hands, Mental Strength, Force Burst, Force Fling, Wild Talent

    2nd|+2|+0|+0|+3| Telekinetic Fighting: Least

    3rd|+3|+1|+1|+3|Telekinetic Reach, Trapfinding

    4th|+4|+1|+1|+4| Far Trick

    5th|+5|+1|+1|+4| Martial Skill, Mind's Eye

    6th|+6/+1|+2|+2|+5| Telekinetic Fighting: Lesser, Far Trick

    7th|+7/+2|+2|+2|+5| Telekinetic Flight

    8th|+8/+3|+2|+2|+6| Far Trick

    9th|+9/+4|+3|+3|+6| Martial Skill, Focused Shield

    10th|+10/+5|+3|+3|+7| Telekinetic Flight: Improved, Mind's Eye, Far Trick

    11th|+11/+6/+1|+3|+3|+7| Telekinetic Fighting: Improved, Critical Thinking

    12th|+12/+7/+2|+4|+4|+8| Ghostly Hands

    13th|+13/+8/+3|+4|+4|+8| Telekinetic Flight: Greater, Lockdown

    14th|+14/+9/+4|+4|+4|+9| Martial Skill

    15th|+15/+10/+5|+5|+5|+9| Disrupting Throw, Mind's Eye

    16th|+16/+11/+6/+1|+5|+5|+10| Telekinetic Fighting: Greater, Lockdown

    17th|+17/+12/+7/+2|+5|+5|+10| Ghostly Hands

    18th|+18/+13/+8/+3|+6|+6|+11| Critical Thinking

    19th|+19/+14/+9/+4|+6|+6|+11| Martial Skill, Singularity

    20th|+20/+15/+10/+5|+6|+6|+12| Master Of The Far Hand, Mind's Eye
    [/table]

    Class Skills

    The Telekineticist's class skills (and the key ability for each skill) are; Auto Hypnosis(Con), Balance(Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Escape artist(Dex), Hide(Dex), Knowledge (Psionics)(Int), Open Lock(Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Search (Int), Slight of hand(Dex), Spot(Wis), Use Psionic Device(Cha), Use Rope(Dex), and Psicraft (Int).

    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    Proficiencies: A Telekineticist is proficient with all Simple weapons and one martial melee weapon of their choice. They are also proficient with light and medium armor, and all shields.

    Telekinetic Hands(SU): As he walks through the land, he raises not his own hands. For as he wills it, so it shall move. With but a thought, he sends enemies into chaos and allies into order. All with the power of his Telekinetic Hands.

    The Telekineticist has limited capability with his power. This capability is known as Telekinetic Hands, or just Hands. These Hands are useable at will. These Hands can be used for abilities in this class, or they can be used as though they were just normal hands. In either case, they are still subject to the limits given in this class.

    The Telekineticist has a number of Hands equal to 1 + 1/3 class levels + your Constitution modifier. These Hands have a range equal to 10ft/ class level and may only be used if you have line of sight. These Hands are not Force effects. The only class ability which is a Force effect is Force Burst. Things normally immune to Telekinesis are not immune to the abilities of this class.

    Upon using any of the abilities of this class that require Hands, every Telekineticist has a display. This display is unique to every Telekineticist. The display can be just about anything visual. Some Examples are: glowing eyes, vibrating waves of energy from yourself, visual Hands, or anything else the player and DM agree upon. These can be identified as psionic displays with an appropriate Knowledge: Psionics check (DC up to DM)

    The Hand dependent abilities require you to be conscious to maintain. Therefore, if the Telekineticist falls unconscious all their Hand dependent abilities end.

    If an ability that uses Hands requires a save, it has a DC of 10 + 1/2 class levels + charisma modifier. If when using your Hands you require a physical ability score (such as opposed strength checks for trip attempts, or opposed strength checks for pushing something heavy), use the Charisma modifier instead. You may invest additional Hands in any such check to gain a +2/Hand bonus to the roll. You may invest as many Hands this way as you have levels in this class.

    Any hand which is used for a non-sustained ability is considered used until the start of your next turn, and any hand used for a sustained ability is considered used until the ability is released.

    Whenever you use an ability that requires your Hands, you may opt to combine it with another ability that requires your Hands with the same action cost (i.e. move, standard, etc) If you do so they must be different abilities and not the same one multiple times. Each additional ability adds a -4 penalty for all rolls you make for the combined abilities.

    Mental Strength(SU): As others talk about lifting mountains, he will instead ask where they want it to end up. As others wonder how to how to write a message in the dirt across the field, he only asks what they want it to say.

    The Telekineticist can move an object with his mind or perform some act of manual dexterity at any distance within the range of his Hands at will as a move action.

    Objects weighing up to 25lb/level/Hand may be maintained without limit. May be moved at a rate of 40' or your fastest natural speed, whichever is faster per action.
    Objects weighing up to 50lb/level/Hand as a heavy load may be moved normally at a rate of 30' per action
    Objects weighing up to 100lb/level/Hand may be moved normally at a rate of 20' per action
    Objects weighing up to 250lb/level/Hand may be pushed or dragged along the ground at a rate of 10' per action.
    You may add additional Hands to increase the speed by 10' per Hand, this may not increase the speed past your fastest natural speed.

    These movements are smooth and the pressure is uniform over the object unless you desire otherwise. These movements are not limited in direction, but do have a limited duration. The Telekineticist can only maintain pressure for up to wisdom modifier rounds for anything weighing more than 25lbs/level/Hand, after that the object drops to the ground and the Telekineticist is fatigued for 1d4 rounds. You may not initiate this ability if you are fatigued. If you cease pressure, and do not use any ability requiring Telekinetic Hands for a full round, the duration you may keep this up is reset.

    Creatures may be moved in this way, but they get a will save to negate the effects each round. Any movement from this ability provokes attacks of opportunity as normal. The Telekineticist may not use this ability on himself.

    The Telekineticist can also perform a feat of manual dexterity anywhere within the maximum range of his Hands. This includes making skill checks that need hands, like Open Lock, though the Hands still need to be holding the needed tools. This manipulation is limited by the number of hands used. If you wish to do something which would require two physical hands to achieve (like tie a knot in some rope), then you must use at least 2 hands. No additional effect is had by using more Hands than necessary for any given action.

    Force Burst(SU): As his limbs started exploding, they wondered why he just sat there. Then he started cackling. And finally he just fell over before his head exploded...

    You focus you telekinetic ability in an attempt to rip the target apart from the inside. At will as a standard action that requires 1 Hand at least, you may make a ranged touch attack to one target with a blast that deals 1d6+1/level. You may invest more Hands to add 1d6/Hand up to your max level in the class. You may split up the blast across multiple targets. Each additional target takes the same damage as the first, however each target also imposes a cumulative -2 penalty on the to hit roll.

    The target must succeed on a fortitude save when hit or suffer one of the following Rider effects for 1D4 rounds. You begin play knowing only one rider effect (sickened), but gain access to other effects at the indicated levels, and may choose freely between any riders you know with each use of Force Burst. You may only have one rider per use of this ability. This ability only functions within the range of your Hands. This ability effects undead and other creatures normally immune to fortitude saves, although the riders may not have any effect.

    Riders:
    {table=head] Level | Rider Effect
    1 | Target is Sickened
    5 | Target is Confused
    10 | Target is Nauseated
    15 | Target is Stunned
    20 | Target is Paralyzed
    [/table]

    This is a force effect and requires line of effect.

    Force Fling(SU): The first sign of the wandering Telekineticist would have been the tree, upside down in the keep's main tower. Then of course there were the cows...OK, what was left of the cows, all over the town square. Though, the thing that really stuck in the minds of Griftshire's people was the day the prince crash landed, upside down, and slightly exploded, on the pulpit halfway through the holyday sermon. As it turns out, Telekineticists aren't always subtle.


    At will as a standard action, the Telekineticist can launch an object within the range of his Hands. Each object may weigh no more than 25lb/level +25lbs/Hand invested up to your Telekineticist level, and requires the use of at least a single Hand. The object travels up to 10ft/level and this movement may take it outside of the Hands range.

    The Telekineticist makes a single standard ranged attack. The object deals bludgeoning, piercing, or slashing damage (DM's choice) depending on it's weight up to 1d6/25lb (minimum 1d6). Regardless of the item launched, you do not take a non-proficiency penalty for this attack. Weapons launched with this power deal damage according to their weight unless you are proficient with them, at which point you may deal normal weapon damage (and damage type) instead of damage by weight. The critical threat for objects used this way is 20/x2. Any enchantments or abilities the weapon/s may have are applied as long as you are proficient with it. The keen enchantment, or any similar ability involving critical threat ranges does not apply. A flaming burst weapon would always consider it's threat range as 20/x2.

    If holding an item with Mental Strength that could be used for this ability, you may use the Hand holding it in the Force Fling, and maintain your hold on the item after the fling so long as it is still in the range of your Hands.

    Additionally you may use this ability to destroy objects. Starting at level 5, instead of flinging the object you may focus your power inwards. This causes the object to suffer the effects similar to a Shatter spell except as noted here: The save is Fortitude and its DC is 10+1/2 lvl+cha mod, this specifically targets objects and they are not immune, you may affect any composition of material, and you may affect weights up to 25lb/level+25lbs/Hand.

    Wild Talent: His powers weren't born from years of study; his powers were born from his wild imagination.

    You gain the feat Wild Talent as a bonus feat.

    Telekinetic Fighting(SU): "You say you need an army to guard your gates? No need. Show me your armory, and I will hold your front door." ~A Telekineticist to the castle guard.

    Least:
    At 2nd level The Telekineticist may use Hands to wield weapons he is proficient with and fight within the range of his Hands. Any weapon wielded in this fashion may be moved up to 30ft in a round as a free action. Only weapons wielded within 5' of your self qualify as being wielded by you for purposes of feats or class abilities that effect them.

    At will as a standard action, you may make a single melee attack with one such weapon, using Charisma instead of Strength for the to hit and damage rolls. You only threaten squares within your physical reach, if the weapon is beyond this range it does not threaten on it's own. A one-handed or smaller weapon requires one Hand and a two-handed weapon requires two Hands to use. Any weapon(s) held by your Hands may have additional Hands added to it, each increasing the damage by 1/2 charisma modifier.

    You may only have a maximum number of Hands in use by this ability (wielding weapons and increasing damage) equal to your total HD.

    The Telekineticist suffers -1 to hit for every 10ft increment between the weapon and The Telekineticist, and a -1 to damage for every 20ft increment between the weapon and The Telekineticist, to a maximum of the range of his Hands. He may maintain this effect for a number of rounds equal to his constitution score per encounter.

    Lesser:
    At 6th level at will you may make a full attack with the weapon(s) you are wielding with Telekinetic Fighting. You may not make more attacks than you could without your Telekinetic Hands, but you may spread your iterative attacks between weapons at no penalty, although the range penalty still applies. You may now hold a light or heavy shield with one Hand or a tower shield in two Hands. Such a shield may occupy any square including your own or those of your allies (but not an enemy's) and confers on anyone in that square the shield's AC bonus as a shield bonus to their own AC, and multiple shields do not stack.

    Improved:
    At level 11 at will as a standard action you may attack once with each weapon wielded by your Telekinetic Fighting. This is done with a single attack roll at your highest attack bonus, but takes a penalty to hit equal to -2 for each weapon after the first.
    You may wield a weapon of a larger size category than you normally could for your size. For every size category larger than normal, the weapon requires an additional Hand to wield, these Hands do not add extra damage, but you may add further Hands to do so.

    The duration you may maintain this effect is removed.

    Greater:
    At 16th level you no longer take the distance penalties for the distance between you and your weapon, but you are still limited to the range of your Hands. Also, at will as a fullround action, you may attack with each weapon you hold with Hands up to the number of attacks granted from you BAB for each weapon plus any extra attacks granted from feats or weapon enchantments that apply to fighting with one weapon. These attacks all suffer a cumulative penalty of -2 for each weapon after the first. This means that feats such as Two Weapon Fighting or Multi Weapon Fighting would not apply, but the Speed enchantment and similar effects would.

    Telekinetic Reach(SU): "It's just a floating sword! It can't be that dangerous...right?" ~Captain Reokus' last coherent words

    At third level, you may chose to have any weapon you are wielding with your Telekinetic Fighting threaten adjacent squares as normal for a weapon of it's type. This ability is useable at will as a free action. If the weapon has the reach quality then calculate accordingly.

    Trapfinding(EX): "The thing with traps is this: if you stand near them, they might kill you. Best to do it with a bit of distance between you and it." ~A Telekineticist

    You can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

    Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

    You can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
    If you beat a trap’s DC by 10 or more with a Disable Device check you can study a trap, figure out how it works, and bypass it (with your party) without disarming it.

    Far Trick(SU): "Not very long ago, you thought that because you tied me up and surrounded me with guards I was no longer a threat. Would you care to re-assess?" ~A Telekineticist after disarming and grappling his captors from a chair in the corner of the room.

    Starting at 4th lvl when your powers start to mature, you gain the ability to use specific types of combat tricks at will as a standard action within the range of your Hands. These work as normal except Charisma is used instead of any physical score, and your size bonus (or penalty) does not apply to these checks. These abilities do not provoke Attacks of Opportunity and enemies don't get to add their size bonus (or penalty) to the modifier. On a failed attempt, the target doesn't get the reactive attempt to use it back on you. This ability is useable at will and requires a standard action and 1 Hand to use (in the case of multiple targets, you require 1 Hand/target, with a -2 penalty to all rolls for each trick after the first).

    Each trick initially receives a penalty of -1/10ft away from the target you are. Each trick requires one hand to activate.

    At 4th level you may attempt to bullrush an opponent.

    At 6th level you may attempt disarm attempts against foes. If you desire you may catch the item, if you won, in the Hand used for this maneuver as part of the action. The penalty for breaking down doors and bull rushing is reduced to -1/20ft.

    At 8th level you may attempt trip attempts against foes. The penalty for disarming is reduced to -1/20ft, and the penalty for breaking down doors and bull rushing is reduced to -1/40ft.

    At 10th level you may attempt to grapple foes. You do not suffer the negative effects of grappling someone when using this ability. The penalty for tripping is reduced to -1/20ft, the penalty for disarming is reduced to -1/40ft, and the penalty for breaking down doors and bull rushing is reduced to -1/80ft.

    Minds Eye(SU): "Come out, come out, wherever you are...no seriously, I can see all of you...why are you all looking at me like that?" ~ A Telekineticist as he walks through a town of invisible ninjas.

    At 5th level, at will as a full round action you may gain Touchsight out to half the range of your Hands until the end of your next turn by using 1 Hand.

    At 10th level this increases to the full range of your Hands.

    At 15th level you may maintain this ability indefinitely with one hand.

    At 20th level this ability no longer requires a Hand to maintain and is always active (even when you are not psionically focused).

    Martial Skill (EX): "Do you know how easy it is to train with a weapon when your body doesn't get in the way? No? Wouldn't have thought so..." ~A Telekineticist discussing his satchel of unusual weaponry with an incredulous guardsman.

    You may not be a fighter, but you understand weapons of war.

    At 5th level you gain two additional martial weapon proficiencies of your choice.

    At 9th level you gain two more additional martial weapon proficiencies of your choice.

    At 14th level you gain one additional martial weapon proficiency and one additional exotic weapon proficiency of your choice.

    At 19th level you gain two additional exotic weapon proficiencies of your choice.

    Telekinetic Flight(SU): At first they feared his power, then they felt his power, but never did they see him because they forgot to look up.

    At 7th level, you have finally mastered moving yourself using your Hands. At will as a move action, you may initiate Telekinetic Flight .One Hand is required to initiate and sustain flight. If you reach the duration of the ability, you immediately descend directly downwards at a rate equal to the fly speed (taking falling damage if you fail to reach solid ground in this distance) and become fatigued for 1d4 rounds. You may not initiate this ability if you are fatigued. If you cease flying, and do not use any ability requiring Telekinetic Hands for a full round, the duration you may keep this up is reset.

    At 7th level, you may fly at a speed of 30ft with perfect maneuverability for a number of rounds equal to your Wisdom modifier. You may keep this flight up indefinitely by using three hands.

    At 11th level, your fly speed increases to 40ft and you may stay aloft for a number of rounds equal to your Wisdom score. You only need two Hands to keep this up indefinitely.

    At 13th level, your fly speed increases to 60ft and may be sustained indefinitely with only one Hand.

    Focused Shield(SU): "You know what's fun? A good fight. You know what isn't fun? An unfair fight. Let's just fix this real quick...and there we go. Now this is fun." ~A Telekineticist as he separates the enemy into smaller groups.

    At 9th level you may create a 10'x10' barrier with your Hands at will as a move action. Maintaining this barrier requires a move action. You may create and maintain multiple shields in the same action, as long as you have the Hands to do so. They are transparent yet not invisible, or even hard to see. They appear as a continuous ripple in the affected areas. They do block Line of Effect, but not Line of Sight.

    Each shield requires 1 Hand to activate and maintain, but may be augmented as described below. Any unattended objects or projectiles are instantly stopped and cannot pass through. There is no limit to the amount of material the barrier can support. Spells cannot pass through the barrier unless they do not require Line of Effect, and those which require an attack roll simply end at the barrier.

    If a creature attempts to pass through, it suffers an immediate bullrush effect upon contact with the barrier, as if the barrier were a gargantuan creature (+12 size bonus) with a Strength score equal to your Charisma score. The barrier does not make an attack roll to make this bullrush, it just happens. If the barrier wins the opposed check, the creature is pushed out of the wall in the direction it attempted to enter from. The wall cannot push the creature farther than 5ft from its edges (as the wall does not move with the creature). If the creature wins, it forces it's way through the barrier, causing it to disperse.

    You may form the barrier over a creature, in which case it is effected as though it had tried to pass though the wall (The creature is pushed towards the closest edge of the wall, or whatever direction is not facing you in case of a tie). If the creature is pushed/thrown into the wall, use the bullrush check of the creature/force that pushed them into the wall instead of the creature's if it is higher.

    You cannot form multiple barriers in the same square or in any square occupied by Lockdown or Singularity.

    Any creature that attempts to pass through the barrier and fails takes force damage equal to 1D6 +1/ class level. The barrier is a 10ft x 10ft pane, positioned as you please within Telekinesis range. You may create and maintain multiple barriers at once, and any number of barriers may be set as part of the same move action so long as you have enough hands free to create them. You may dismiss these shields as a non action.

    You may augment this ability by investing additional hands, as described below:

    You may increase the force with which the wall pushes creatures away. Each additional hand invested in this way increases the damage by 1d6 and adds an additional +2 bonus to its bullrush check. If this more powerful wall succeeds on a bullrush check by 10 or more the creature is knocked prone, and if it succeeds by 20 or more the creature is stunned for 1 round unless it makes a fort save (DC 10 + 1/2 class level + your charisma modifier).

    You may invest 1 additional Hand to shape the Shield. All parts must be touching, but the barrier can otherwise take any shape you desire.

    You may invest additional Hands to increase the size of the shield at a rate of 5'x5' per Hand. Thus with 1 extra Hand it is a 15'x15' pane, with 2 it becomes 20'x20' and so on.

    Critical Thinking(EX): "You know, I used to just fling weapons. Then I realized that if I can fling it just right, I can stab you in the face, while I slice open your stomach. Won't this be fun?" ~A Telekineticist as he gets a critical strike on his enemy.

    Starting at 11th level, you have learned how to wield a weapon in the most dangerous fashion.

    At level 11 weapons with which you are proficient used in Force Fling get their normal critical threat range.

    At level 18 all objects wielded with Telekinetic Hands get their normal threat range and are treated as though you had Improved Critical. You do not actually gain the feat, and it does not count for prerequisites. This ability stacks in the same way as the feat.

    Ghostly Hands(EX): Some people fear ghosts and other creatures that are not tangible. The Telekineticist chooses instead to reach out for them. To hold onto them. To interact with them.

    At 12th level, your abilities become capable of affecting incorporeal objects and creatures. Objects thrown using Force Fling must be incorporeal to do so, but weapons wielded using Telekinetic Fighting are treated as being both corporeal and incorporeal from now on. Your Focused Shields now affect incorporeal creatures.

    At 17th level all your abilities can affect creatures and objects from any coterminous planes.

    Lockdown (SU): "What, you think those guys are gonna get here? Why would we let that happen?" ~A Telekineticist as he stops a marching army.

    At level 13 you learn how to use you Hands to manipulate the molecules within an area. At will as a standard action you may create a sphere of dense air by using 1 Hand. The sphere is 5' in radius and may be placed anywhere within the range of your Hands. You may dismiss the field as a non action.

    Thrown weapons cannot be used within the sphere, even when launched from outside. Ranged attacks with all other weapons or ranged spells take a -2 penalty on attack rolls for every 5' they travel through this effect, in addition to their normal penalties for range.

    Melee attacks take a -2 penalty to hit, and in addition Bludgeoning and Slashing attacks deal half damage, and Bludgeoning damage becomes exclusively nonlethal within the field (as if the weapon were Merciful). Melee Piercing weapons take a penalty to damage equal to the penalty to hit. Weapons which deal more than one type of damage at a time like a morningstar are considered whichever type would be least beneficial (so that morningstar would be considered Bludgeoning for this purpose, even though it also does Piercing damage under normal conditions).

    Creatures within the area of the Lockdown must make a Fort save if they wish to move. If they pass they may move up to 1/2 of their speed. If they fail by 4 or less, they may only move up to 1/4 of their move speed. Failure by 5 or more means the attempt to move fails and the action is wasted.

    You may augment Lockdown with additional Hands in one or more of the ways detailed below:

    Increase the radius of your Lockdown by 5'/Hand
    Increase all penalties to hit (melee, ranged, and spells) by 2/Hand
    Increase the save DC by 1/Hand
    Any Hand invested this way only gives a bonus for the chosen area (i.e. if you want to increase the penalty by 4 and increase the DC by 4, you would need to invest 6 additional Hands)

    You cannot form multiple Lockdowns in the same square or in any square occupied by Focused Shield or Singularity. A Freedom of Movement effect removes the melee attack penalties and movement penalty.

    At level 16 you may make any area that you Lockdown so dense that it blocks Line of Effect (as if it were solid), but not Line of Sight. As well as also stopping extradimensional travel. Forms of movement barred include but are not limited to astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar abilities/spells/powers. Once Lockdown is in place, extradimensional travel into or out of the area is not possible.

    A Lockdown does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.

    A Freedom of Movement effect has no effect on this blocking Line of Effect or stopping extradimensional travel, but still removes the movement and attack penalties.

    Disrupting Throw(SU): They thought that just because they weren't close, and he wasn't holding a weapon that they would be safe...they were so very, very wrong.

    At 15th level, at will as an immediate action, you may attempt an attack of opportunity against any opponent up to 5ft/class level away. They must have just taken an action which would provoke an attack of opportunity were you adjacent to them, but you need not be threatening the opponent. You may use your Force Burst, Force Fling, or any of your Far Tricks. This counts towards your attacks of opportunity for the round.

    Singularity(SU): "They say that when something gets very dense at a very small point, it gets really hard to move away from there...Let's just see if that's the truth, shall we?" ~A Telekineticist as he pulls a fleeing group into the sphere.

    At will as a standard action, you may use one Hand to create a Singularity point anywhere within your TK range. The Singularity may effect any number of creatures (not objects, although undead are susceptible) within 30' of it's center point, even if this would go beyond your TK range. Each target creature must be hit with a ranged touch attack from an unoccupied Hand, whereupon they must succeed a Fortitude save or be affected by the Singularity point. To target a creature it must weigh no more than 50lbs/level. You may use additional hands to increase the save DC and maximum weight for a target, each additional Hand yields +2 DC and +50lbs/level. You may dismiss Singularity as a free action.

    The Singularity may be used in one of two ways, attraction or repulsion, but not both ways at once (these are detailed separately below). Regardless of which way this is used, any creature killed by damage from a Singularity is instantly reduced to a fine paste which can only be brought back to life by a True Resurrection, miracle, wish, or other similar effect. Any equipment carried by a destroyed target is unharmed. When a target gets destroyed by a Singularity, any Hands invested in that specific target become immediately available to the Telekineticist to invest or use.

    Under attraction, all affected creatures are drawn towards the Singularity, where they collide with each other and are held. Upon collision, all targets take bludgeoning damage equal to 2d6/10' each target traveled put together (for example, there are 3 targets. Target A travels 20', target B travels 10' and target C travels 30'. Upon collision at the center they each take 12d6 bludgeoning damage).

    Every round at the start of their turn, affected creatures get a new Fortitude save to escape the effect. Until they succeed on a saving throw to break free any creature caught in a Singularity is only able to take purely mental actions. The save DC increases by +2 for every other target caught in the singularity (so if four creatures were caught inside, the DC would be at +6). For every round they fail this save, the target will take 5d6 crushing damage as the force holding them applies pressure. You may invest more Hands in the Singularity, to increase the damage they take by an additional 5d6/Hand.



    Under repulsion, all affected creatures are thrown away from the Singularity instead. A repulsed creature is thrown 30' directly away from the Singularity and takes 5d6 damage. If nothing obstructs this movement, the creature is left prone outside the area of the Singularity and may not reenter by any means until the end of the Singularity effect (though they may still fire ranged weapons and spells into and through the effect). However, if an object like a wall or pillar obstructs this movement, they take an additional 2d6 damage for every 10' they failed to travel, and are crushed as if under attraction instead of repulsion until the end of the effect. You may invest more Hands in the Singularity to increase the distance thrown and damage inflicted by repulsion, for each additional Hand so invested you gain +10' distance thrown and +5d6 damage.

    You cannot form multiple Singularities in the same square or in any square occupied by Lockdown or Focused Shield.

    Master Of The Far Hand(EX): He now stands tall, his powers matured. Everything is his plaything, and the world his playground.

    At 20th level, you have reached the pinnacle of your mental power. Reality becomes an illusion which you can bend like putty, and many of your abilities are enhanced as follows:

    All your at will class abilities gained from this class are now considered Extraordinary.

    Your Disrupting Throw becomes a free action, still taking up an attack of opportunity per use. It may also be used anywhere within your Telekinesis range.

    Your flight speed increases to 120ft.

    You no longer take range penalties to your Far Tricks.

    Weapons wielded by you for your Telekinetic Fighting can now move up to 60' instead of 30'. In addition, you may now add 2x Cha mod to damage rolls as opposed just 1x Cha mod. Extra Hands invested in dmg for weapons now add 1x Cha mod as opposed to .5x Cha mod.

    Your Focused Shields are now stable enough that if someone manages to force their way through them they are no longer dispersed and they take the damage whether they make it through the shield or not.

    Your Lockdown can now stop magic before it begins. With this, any area you Lockdown prevents all spells and spell-like abilities from being cast from within and suppresses effects granted from spells and spell-like abilities that are already cast. Spells may still be cast into the sphere, as long as they don't require Line of Effect. This also effects spells from items, but the items themselves function normally.

    For example:
    A spell/spell-like ability grants you Freedom of Movement. When you enter the field, that effect is suppressed and any attempt to recast it fails.
    You wear a ring of Freedom of Movement. Upon entering the field the ring functions as normal and you continue to benefit from it.
    You have an item with the the ability to cast spells, like a wand or scroll. When you enter the field, any attempt to cast these spells fails and any that are already active are suppressed.

    The Telekinetic Hands gained through class levels in this class and feats is doubled. This applies to those already gained, gained this level, and any gained in the future, unless they state otherwise.


    ACFs:
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    Pure Telekineticist.
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    Replaces: d6 Hit Die, Martial Skill, Telekinetic Fighting, Martial Weapon Proficiency, Telekinetic Reach, and Critical Thinking.

    Benefit:Hit die becomes d4, and the number of Hands you have is increased to 1 Hand/Class Level + your Con mod. The range of your telekinesis increases to 20ft/level. The range of your Disrupting Throw becomes 10ft/class level.


    Unarmed Telekineticist
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    Replaces: Martial Skill, Martial Weapon Proficiency, Medium Armor Proficiency, ability to wield weapons not generated by this ACF with Telekinetic Fighting.

    Benefit: You may generate weapons with your Hands which may be used as normal, but they are the only weapons this class may use for Telekinetic Fighting. You may generate as many as you would like at the rate of at least 1 Hand/Weapon as a move action and they may be utilized anywhere within the range of your Hands. You may not create more weapons than you have Hands available. It takes a move action to do any one of the following for all currently formed weapons: invest Hands, remove invested Hands, or dismiss the weapons. These weapons follow the same rules as normal weapons when used in Telekinetic Fighting.

    All invested Hands apply to the damage dice as well as the bonus modifier. These weapons use your Cha modifier for to hit and damage rolls instead of any physical ones.

    These deal damage equal to 1d6/Hand damage and count as either Piercing, Bludgeoning, or Slashing whichever is most beneficial. They gain a bonus to hit of +1/Hand. Maximum Hands invested in a single weapon are equal to your class levels. These are treated as weapons the Telekineticist is proficient with for all purposes. Their critical range begins at 20/x2. This increases to 20/x3 at 11th level, and to 19-20/x3 at 16th.

    At 4th level these weapons may be treated as magical for the purposes of overcoming DR. At 10th level they may be considered to be any or all of the following for the purposes of overcoming damage reduction: cold iron, silver, and magical . Finally, at 16th level may be considered to be any or all of the following for the purposes of overcoming damage reduction: adamantine, cold iron, silver, and magical. This is chosen at the time the weapons are formed.

    At level 20 these weapons may be considered to be any or all of the following for the purposes of overcoming damage reduction: Epic, of your alignment for both the Law-Chaos scale and Good-Evil scale, adamantine, cold iron, silver, and magical.

    These weapons may take any color and whatever weapon shape you chose, but this has no mechanical effect. These weapons are all medium sized with a 5' reach. They may be made larger with Improved Telekinetic Fighting, although only 1d6 gets improved to the next step up no matter how many d6s you get normally, but their reach improves as normal for getting larger.



    TK SAVANT ACF
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    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)
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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)
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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)
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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)
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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.


    Last edited by DerTollUdo; 2013-06-13 at 11:49 AM.

  27. - Top - End - #147
    Dwarf in the Playground
     
    DruidGuy

    Join Date
    Jan 2012

    Default 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?


    EDIT:
    So, the last post got too long. Magic Items and Feats will now be here.

    Feats:
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    Crystallize Hand
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    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:

    Crystalline Reach
    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.


    Crystalline Mind Schism
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    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.



    Look Ma, more hands!(General)
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    Requirements: Telekineticist 1st level only.
    Benefit: For some reason, you have more hands than other Telekineticists, maybe you're just greedy like that...
    You have extra hands equal to 1+1/5 Telekineticist levels (round down) in addition to the number normally granted by the class.
    Special: This feat may only be taken once and only at 1st character level.


    Enhanced Discipline
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    Requirements: Level 1 Telekineticist with the TK Savant ACF

    Benefits: You must be psionically focused to gain these effects.
    You gain a +1 bonus to your psi-like abilities' save DCs, and their durations improve by 50%. You also gain an additional benefit depending upon which discipline you follow, as listed below:
    The Beast: You gain scent
    The Mentalist: You gain telepathy (limited to your TK range)
    The Traveler: You gain fast movement (+10ft to all base speeds)
    The Augur: Add your Charisma modifier as a bonus to your initiative checks
    The Maker: Add your Constitution modifier to the hardness of any item you make.
    Special: This feat may only be taken at first level.


    Mine Sweeper [Psionic]
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    Requirements:Trapfinding class feature, Mind's Eye class feature

    Benefits:You gain the ability to use your Mind's Eye to make a search check in a large area. You may make a search check as if you were searching a single 5ft square (you may not take 20 unless you have an ability which states directly otherwise) to instead apply this result to the entire area of your Mind's Eye. You become instantly aware of any traps you find, and know where they and their triggers are.
    This is an emanation with a range equal to your Mind's Eye radius which requires three Hands and a full round action to complete in addition to what youur Mind's Eye requires. You may use additional Hands to gain a cumulative +2/Hand bonus on the search check.


    TK Focus
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    Requirements: Telekinetic Hands class feature, must chose one of the following abilities;Force Burst, Force Fling, Far Trick, Focused Shield, Lockdown, Singularity, and must posses the chosen ability.

    Benefit: You may use the chosen ability as a move action a number of times per day equal to your constitution modifier. You may not do so more than once per round.
    Special: You may take this feat multiple times, each time it applies to a new ability.


    TK Specialization
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    Requirements: TK Focus, Telekineticist level 4+

    Benefits: The penalty taken when combining your TK Focus ability with another action is reduced to -2, but only for the chosen ability. You may use extra hands with your TK Focus ability to gain a bonus to any damage and opposed rolls at a rate of +2/additional hand, these extra hands are considered used until the end of the action.
    Special: This feat may be taken multiple times, each time it applies to a new ability for which you have TK Focus


    TK Supremacy
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    Requirements: TK Focus, TK Specialization, Telekineticist level 12+

    Benefits: The ability for which you have TK Specialization and Focus is now considered a move action to use. You may use it as a swift action a number of times per day equal to your constitution modifier. You may not do so more than once per round.
    Special: This feat may be taken multiple times, each time it applies to a new ability for which you have TK Specialization.


    Fling Foe
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    Requirements: Force Fling class feature, Concentration 8 ranks, Charisma 16+
    Benefit: At will as a standard action you may use your Force Fling ability on an opponent within the range of your Hands. To do so you make a ranged attack for Force Fling as normal, but it is opposed by the target's Fortitude save instead of their AC. Upon using this action (after you spend the action) you intuitively know how many Hands you need, or whether you simply don't have enough, and you must have enough Hands to lift the target as if they were an object.

    A thrown target is launched up to 10ft / TK level in a straight line away from you where they land prone and receive 1D6 / 10ft (up to 1d6/TK level) they traveled. If an object obstructs the path of your target, both the target and the object take damage as if the target had traveled the full distance and the target lands prone in that square (smaller objects may be knocked aside or smashed, it is up to a DM to decide what constitutes enough obstruction).

    If a creature is in the way, they must succeed a Reflex save (DC equal to the attack roll made) to avoid the flung target or take damage with the target and fall prone with them in the same square. Evasion and similar abilities do not apply.


    Guided Fling
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    Requirements: Fling Foe, Concentration 12 ranks, Charisma 18+
    Benefit: When you use your Fling Foe ability, you may throw them in any direction (including straight up) and all damage dice dealt by the ability increase from D6 to D8. Furthermore, if you deliberately collide 2 or more opponents who are all under the effects of Force Fling, all effected targets must make a Fortitude save (DC equal to the attack roll made) or be stunned for 1 round one after the collision.


    Enhanced TK Flight
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    Requirements: Telekinetic Flight class ability

    Benefit: You may augment your TK flight with additional hands in either or both of the following ways:

    You may gain an enhancement bonus to your fly speed equal to +5'/additional Hand.

    When you activate your flight ability, you may target any number of willing medium or smaller creatures for 1 additional Hands per target. This gives them the use of Telekinetic Flight as if they had the Telekinetic Flight ability and count as having the same number of Hands invested in it, and in the same way, as you do. They must remain within the range of your Hands to benefit.

    This lasts for as long as you yourself are maintaining the effect. When the effect ends for any reason, anyone you 'brought along' descends in the same manner as described in the Telekinetic Flight section of Telekineticist. Larger creatures may be affected by this but you must use more hands to do so at a rate of +1 Hand/size category larger than medium (so a huge creature would require 3 hands to give it flgiht).


    "Elementary My Dear Watson!"
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    Requirements: Telekineticist of 8th level or higher
    Benefit: Upon taking this feat you must choose one of the following; fire, cold, electricity or acid (this may not be changed once made). Whenever you use an additional Hand on an ability to add a die of damage, that damage may be of the chosen elemental type.
    Special: You may take this feat up to 4 times. You must choose a different elemental damage type each time you do so.




    PrCs
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    This section will be links to PrCs so as to conserve posting multiple full classes in the same post.

    Shadow Hand


    Magic Items
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    Miniature Boulder:
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    This item is very useful to a Telekineticist. It has the dimensions of a marble, and weighs much the same.
    As a move action (or free action with the quick draw feat) the marble can be activated. After its activation, the marble can be made to weigh up to 1000lb, always growing to a foot diameter sphere. Another move action is required to reduce it back down to marble size.

    Last edited by DerTollUdo; 2013-06-29 at 07:29 PM.

  28. - Top - End - #148
    Bugbear in the Playground
    Join Date
    Mar 2011
    Location
    Arse end of nowhere, UK
    Gender
    Male

    Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

    And now for a thought experiment.
    Both make a will save, whoever wins out gets their movement, the other is considered blocked. If it's a tie, I'd allow both sets of movement for an action, then get them to have another contest the next round. Thing is, a TK fighting another TK is always gonna get messy, they'd most likely resort to just force blasting and trying to drop things on each other I'd say. You do bring up a good point though, we need to rule in for stuff like that...

    I just want to avoid the problem of having a too low ceiling on carrying capacity.
    I share that desire, certainly. I'd been fiddling with the carry loads for ages until I came up with my fix a few days ago after looking at one of my NPC character sheets. I saw the carry capacity boxes below gear and thought to myself 'I'm an idiot!'. This way you're not limited to either lifting it off the ground or not moving it at all, and it means really heavy stuff can be moved about, but not to the same extent.

    OK, onto crunch stuff:

    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 Blast or Mental Stregth action (not telekinetic force, maneuver or thrust) with the clairtangent hand, as if it were a Hand within your TK range.

    Pre-emptive Defences
    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.
    All I ask is a tall ship, and a star to steer her by.

    My homebrews Moloques! Sagacious Defender of the Forge, The Open Palm, Sacred Scourge, The Bastion
    Co-Developer of the Mutant Powers Project:
    World Warper
    Telekineticist and ACFs, Feats, Shadow Hand PrC

  29. - Top - End - #149
    Dwarf in the Playground
     
    DruidGuy

    Join Date
    Jan 2012

    Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

    Added Augur.

    As to the thought experiment, yeah they both make saves to fight...although why they are just trying to move each other is odd...FLING MARBLES!

  30. - Top - End - #150
    Bugbear in the Playground
    Join Date
    Mar 2011
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    Arse end of nowhere, UK
    Gender
    Male

    Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

    You missed these 3 feats...
    Quote Originally Posted by Veklim View Post
    TK Focus
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    Requirements: Telekinetic Hands class feature, must chose one of the following abilities; Mental Strength, Force Blast, Far Trick
    Benefit: You may use the chosen ability as a move action a number of times per day equal to your constitution modier. You may not do so more than once per round.
    Special: You may take this feat multiple times, each time it applies to a new ability.


    TK Specialisation
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    Requirements: TK Focus, Telekineticist level 4+
    Benefits: The penalty taken when combining your TK Focus ability with another action as part of a full round action is reduced to -1, but only for the chosen ability. You may use extra hands with your TK Focus ability to gain a bonus to any damage and opposed rolls at a rate of +2/additional hand, these extra hands are considered used until the end of the action.
    Special: This feat may be taken multiple times, each time it applies to a new ability for which you have TK Focus


    TK Supremacy
    Spoiler
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    Requirements: TK Focus, TK Specialisation, Telekineticist level 12+
    Benefits: The ability for which you have TK Specialisation and Focus is now considered a move action to use. You may use it as a swift action a number of times per day equal to your constitution modifier. You may not do so more than once per round.
    Special: This feat may be taken multiple times, each time it applies to a new ability for which you have TK Specialisation.
    Regarding latest edits, everything looks good to me except the requirements for Unarmed... they still have TK fighting, but they're meant to be the unarmed ones...
    All I ask is a tall ship, and a star to steer her by.

    My homebrews Moloques! Sagacious Defender of the Forge, The Open Palm, Sacred Scourge, The Bastion
    Co-Developer of the Mutant Powers Project:
    World Warper
    Telekineticist and ACFs, Feats, Shadow Hand PrC

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