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Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

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Old 12-10-2011, 08:42 PM   Top  -  End  -  #31
bobthe6th
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Default Re: Telakeneticist (3.5 D&D, PEACH) now with ACFs!

but 10 is hard to convert for damage. it goes by 25s...
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Old 12-10-2011, 10:02 PM   Top  -  End  -  #32
Veklim
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Default Re: Telakeneticist (3.5 D&D, PEACH) now with ACFs!

Then start with 25lb and add 25lb/3 levels, that's 50 lb for levels 3-5, 75lb for 6-8, etc... Sits bang between the last 2 ideas at a maximum of 175lb at level 18 and still works with the hands for scaling. Don't worry about trying to figure a new value every level, just round down to the nearest integer, nice'n'simple.

Will set about the rest of the edit tomorrow!

(I will likely have more questions for you)
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Old 12-10-2011, 10:04 PM   Top  -  End  -  #33
Veklim
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Default Re: Telakeneticist (3.5 D&D, PEACH) now with ACFs!

BTW, might wanna correct the Post's title, could help getting PEACHers in.
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Old 12-11-2011, 06:05 PM   Top  -  End  -  #34
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Default Re: Telekineticist (3.5 D&D, PEACH) now with heavy edits!

Telekinetic Reach (SU):
Spoiler

Notes: Just put in a proviso for reach weapons.


Far Trick (SU):
Spoiler

Notes: Re-jigged the layout of this ability to try and cut down on wording. Could probably do a little table to show all the range penalties, but I don't think it's needed really.


Mind's Eye (SU):
Spoiler

Notes: Tidied up and clarified the words always active.


Martial skill (Ex):
Spoiler


Telekinetic Flight(SU):
Spoiler

Notes: Added proviso for armour/carry capacity maximums.

Will get the last ones later.
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Last edited by Veklim : 12-11-2011 at 06:20 PM.
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Old 12-11-2011, 06:13 PM   Top  -  End  -  #35
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Default Re: Telekineticist (3.5 D&D, PEACH) now with heavy edits!

those are great, and have now been added.
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Old 12-11-2011, 06:18 PM   Top  -  End  -  #36
Veklim
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Default Re: Telekineticist (3.5 D&D, PEACH) now with heavy edits!

May I also suggest a few feats to go with your class? Stuff that enhances/diversifies certain abilities, like a feat which improves your Far Trick checks by 2 and allows you to use additional hands to add cumulative +1s on top, or a feat allowing you to use your flight to move allies as well as yourself for instance...
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Old 12-11-2011, 06:29 PM   Top  -  End  -  #37
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Default Re: Telekineticist (3.5 D&D, PEACH) now with heavy edits!

well, mental strength caould work for short distance hops... and until high levels even your normal flight is limited...
but I think I should add that additional hands can also increase the maximum weight the Telekineticist can carry freely with mental strength. each hand doubleing the weight limit. then he can just have everyone sit in a net that he then levitates... lets see at level 10 thats 300 lb, so not yet unless its a party of halflings... level 15 its 750lb so unless the fighter is a behemoth the party should be good. level 15 sounds about right for at will mass fly...

but feats do need some thoughts. perhapce a feat that boost your indefinate carrying cappacity? goes from 25lb/3 levels->50lb/3 levels->100lb/3levels. then real party flight might work, but he has to pay a feat tax for it.
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Old 12-12-2011, 10:31 AM   Top  -  End  -  #38
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Default Re: Telekineticist (3.5 D&D, PEACH) now with heavy edits!

Focused Shield(SU):
Spoiler

Notes: Expanded the description of this and clarified a lot, please check it over carefully and re-edit if needed before you post it up top! Made it need 2 hands instead of one, I think it's too powerful to be needing only one hand really, and this way the number of extra barriers is reduced but still useful. Added nominal force damage regardless of result to compensate for the extra hand needed.


Disrupting Throw(SU):
Spoiler

Notes: This is expanded quite a bit too, but as it read before, you could do this whenever you felt like. Now, at least, the opponent has to do SOMETHING which warrants the AoO, even if it was done 40ft away from you!


Ghostly Hand(SU):
Spoiler

Notes: Not much needed here, but did allow weapons to be treated as ethereal automatically (though not objects, since they're launched, not weilded). It's a 17th level ability after all...


Master of the Far Hand(EX):
Spoiler

Notes: Tweaked Disrupting Throw's enhancement so it reads as I think you intended. Tidied it up.

I hope this is all OK for you, I've tried to stay as close as possible to what I believe was your aim, but cover up the holes in the process. If any of it needs changing then go ahead, it's your work anyhow, I'm just the editor!
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Old 12-12-2011, 10:50 AM   Top  -  End  -  #39
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Default Re: Telekineticist (3.5 D&D, PEACH) now with heavy edits!

Quote:
Originally Posted by bobthe6th View Post
well, mental strength caould work for short distance hops... and until high levels even your normal flight is limited.....level 15 sounds about right for at will mass fly...
This is true, but I wasn't thinking for early levels, 15th sounds about right to me too.

Quote:
Originally Posted by bobthe6th View Post
but I think I should add that additional hands can also increase the maximum weight the Telekineticist can carry freely with mental strength. each hand doubleing the weight limit.
Be careful with words like 'double', especially when talking about multiple instances of the calculation! How about this then, at the end of Telekinesis, replace this:
Quote:
objects of 25lb/3 levels +25lb can be maintained without this limit.
with this:
"Objects weighing 25lb + 25lb/3 levels may be maintained without limit with one hand. For two hands, this becomes 25lb + 25lb/2 levels instead, and for three hands this limit becomes 25lb + 25lb/level."

Nearly the same effect up to 3 hands, but has no further effect afterwards, therefore reducing too much breakage at higher levels.


Quote:
Originally Posted by bobthe6th View Post
but feats do need some thoughts. perhapce a feat that boost your indefinate carrying cappacity? goes from 25lb/3 levels->50lb/3 levels->100lb/3levels. then real party flight might work, but he has to pay a feat tax for it.
Not needed with the above amendment, but I'd take a similar tack to the above if I were to make it a feat, again to stop too much munkinism.

Will throw some thoughts for feats at you later sometime, must be back off to work for now though.

Adios!
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Last edited by Veklim : 12-12-2011 at 10:57 AM.
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Old 12-12-2011, 06:47 PM   Top  -  End  -  #40
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Default Re: Telekineticist (3.5 D&D, PEACH) now with heavy edits!

all the edits were good, and the shield now works as I intended. now this really needs some third party PEACH, as I think we both agree on th class as it stands now...

feats... perhapce a track of feats to allow for multy classing?
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Old 12-12-2011, 08:04 PM   Top  -  End  -  #41
Veklim
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Default Re: Telekineticist (3.5 D&D, PEACH) now with heavy edits!

Got an idea or two in that sort of direction, will post up a few suggestions tomorrow.

I'd agree, yup. 3rd party needed!
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Old 12-14-2011, 07:44 PM   Top  -  End  -  #42
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Default Re: Telekineticist (3.5 D&D, PEACH) do or do not, there is no try!

so... thoughts anyone?(thinly veiled bump...)
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Old 12-15-2011, 09:11 PM   Top  -  End  -  #43
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Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

really, you lot should post...
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Old 12-18-2011, 07:37 PM   Top  -  End  -  #44
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Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

any one? please?
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Old 12-31-2011, 02:55 PM   Top  -  End  -  #45
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Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

Quote:
Originally Posted by bobthe6th View Post
Your Disrupting Throw becomes a free action and may be used anywhere within your Telekinesis range.
What does that mean? If you mean it no longer uses on of your AoO then replace "Your Disrupting Throw becomes a free action." With "You may use Disrupting Throw as many time per round as you want though only once per attack of opportunity."

As currently worded I think it means you can use disrupting throw as a free action instead of an immediate action. That wouldn't do anything because it still counts towards your AoO for that round. However with my "fix" that means there is a guy with a 200 ft. reach that can make infinite AoO that can trip, bull rush, or damage. If you take the feat that stops casters from casting defensively, you can hurl a giant spear that deal 6d6+0-20d6 damage forcing a on average DC >31 concentration check or loose the spell. I gets worse for melee characters because they need to get up next to you. so Mr. Hitty charges moving 30 ft. provoking 6 AoO. You could hit him with 4 giant spears, trip him and bull rush him back so he has to do it again next round.

If you use Force blast as a blast of pure force it should be a ranged touch attack. Also specify if it effects ethereal creatures.
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Old 12-31-2011, 03:41 PM   Top  -  End  -  #46
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Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

I've not seen an attempt at a telekinetic in a while. May I inquire as to where you got the idea? The hands sort of remind me of an anime I watched once.
Anyways, besides the problem with wording for that one ability, I have another major concern. I understand he uses melee weapons, but he does so with telekinesis. I think an "Effective Telekinesis Level" in place of BaB for this attack would be better. The full BaB just bothers me (drop it to 10). I might also drop the skills points to 2 and/or the HD to d6, as this class makes an excellent blaster and battlefield controller.
It shouldn't get hit that often (after you reword it*, it should get a few attacks to trip approaching attackers up) and the telekinetic hands make most strength and dexterity check irrelevant.
*I wouldn't change the action or allow infinite uses, but would just say that he can use it as an attack of opportunity.

How does the fighter provoke 6 AoOs though? I can see two, one for moving and one for attacking. Unless you pick up robilar's gambit and karmic strike or something.
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Last edited by eftexar : 12-31-2011 at 03:42 PM.
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Old 12-31-2011, 03:41 PM   Top  -  End  -  #47
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Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

cleared up the wording.
it means that you no longer use up your immediate action when you use the ability. you are limited by your amount of AOOs, but you aren't limited to one use per round. so if you get combat reflexes at level 20 you can do some fun things, but not utterly broken things.

I liked it as a save. you aren't throwing a ball of explosion, you are trying to tear apart your foe from the inside. you don't miss, your foe might just take the explosion better if he has a strong body.

edit: nij'd...
the hands were because thats what they gave... no real reason.
the idea came from wanting to make a calss based around the telekinesis spell, and spreading it out over 20 levels.

well... that adds a layer of complexity, and limits his acses to some important feats(combat reflexes for one...)
the class also spends most of his life in charge range(only at higher levels is he 60ft+ away from foes. I would rather him have an ok HD.
he also doesn't have 3 skills to focus on like most casters. less then awful SP seems reasonable.
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Last edited by bobthe6th : 12-31-2011 at 03:48 PM.
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Old 12-31-2011, 04:32 PM   Top  -  End  -  #48
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Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

Quote:
Originally Posted by eftexar View Post
I've not seen an attempt at a telekinetic in a while. May I inquire as to where you got the idea? The hands sort of remind me of an anime I watched once.
Anyways, besides the problem with wording for that one ability, I have another major concern. I understand he uses melee weapons, but he does so with telekinesis. I think an "Effective Telekinesis Level" in place of BaB for this attack would be better. The full BaB just bothers me (drop it to 10). I might also drop the skills points to 2 and/or the HD to d6, as this class makes an excellent blaster and battlefield controller.
It shouldn't get hit that often (after you reword it*, it should get a few attacks to trip approaching attackers up) and the telekinetic hands make most strength and dexterity check irrelevant.
*I wouldn't change the action or allow infinite uses, but would just say that he can use it as an attack of opportunity.

How does the fighter provoke 6 AoOs though? I can see two, one for moving and one for attacking. Unless you pick up robilar's gambit and karmic strike or something.
Moving from "threatened square" to another square provokes an AoO. Moving out of the next does as well. He does that six times.
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Old 12-31-2011, 04:44 PM   Top  -  End  -  #49
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Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

and if the telikenetist has combat reflexes, a high dex(which isn't all that usful as his dex is replaced by int for mind stuff) and wants one fighters life to suck he can really mess with him... or he could just slap down a wall and let the fighter bounce off it...
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Old 01-01-2012, 12:27 PM   Top  -  End  -  #50
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Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

Quote:
Originally Posted by eftexar View Post
I've not seen an attempt at a telekinetic in a while. May I inquire as to where you got the idea? The hands sort of remind me of an anime I watched once.
Are you thinking of 'Elfen Lied' by any chance? I've been trying to put my finger on why the hands idea sounded familiar for weeks, only twigged when you said anime!
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Old 02-05-2012, 10:33 PM   Top  -  End  -  #51
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Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

Ok, last PEACH call before I call this done.
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Old 02-08-2012, 11:58 PM   Top  -  End  -  #52
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Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

Hey, just found this. Too late to peach right now.
Will do so tomorrow morning though :)
Cool class by the way.
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Old 02-09-2012, 12:03 AM   Top  -  End  -  #53
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Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

sweet! it won't die quite yet!
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Old 02-09-2012, 12:31 PM   Top  -  End  -  #54
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Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

Just so you know, PEACH started. Will edit with thoughts when done.

Not to step on the great work Velkim did, but I found a few small typos, nothing major. Would you be opposed to me fixing them and copy pastaing into the PEACH?
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Old 02-09-2012, 01:17 PM   Top  -  End  -  #55
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Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

Mind pointing them out in the critique? I would like to see what you found.
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Old 02-09-2012, 01:24 PM   Top  -  End  -  #56
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Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

So far it's just been things with capitalizing the first word of a sentence, adding an extra gap between some really long paragraphs for readability, changing wording to keep within the tense of the sentence it is in, and a few letters that got mixed up or forgotten. I have found several by now, a few too many to point out, but I just copied the whole thing and am editing as I read so I don't think I can point them all out lol.
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Old 02-09-2012, 01:40 PM   Top  -  End  -  #57
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Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

I knew I'd miss a few, and I never touched the flavour text. Not had much time to drop back in on this and look with fresh eyes. Was gonna suggest a couple of feats to go with this wasn't I?

Here's the first one that I remeber, had a couple more in my mind which I will put down when I remember what they did!

Heavy Handed.
Requirements: Far Trick Telekineticist ability
Benefits: You may use additional hands whilst using your Far Trick class ability. For each additional hand you dedicate to the Far Trick attempt, you gain a +1 to any opposed rolls made as part of that attempt.
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Old 02-09-2012, 02:49 PM   Top  -  End  -  #58
DerTollUdo
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Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

This contains my edits. It is the whole first post.
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My edits are all in there, anything I added I will specify. Otherwise I just fixed capitalization and minor wording things.

Removed the line in Abilities referring to INT since there is no in class mechanic using it.

Autohypnosis: Isn't that supposed to WIS based not CON?

Shields: Did you intend to imply that they are proficient with tower shields?

Telekinesis: I'm a little iffy on having the physical stats be replaced by 3 different stats. Would it be too overpowered to just make it all done by one of the mental stats? Probably not Cha since that is the main power of this class and it doesn't need more attention lol. Perhaps Wis as it is already the secondary? Also added a line at the end that said the focus is not expended, as I think that's what you meant...

Feat idea: more hands.

Force Blast: Solid, mostly. The part about using it for pure damage seems off. Is there a problem with making it ranged touch? It just seems more appropriate for the theme of the class and its effects are similar to those of a ray anyway. Also, since at lvl 20 it only deals 10d4 and gives a save it would usually be better to throw an object at someone. Also, assuming normal rules that this ability is capable of scoring a critical hit?

Feat idea: more weight.

Telekinetic Fighting: Cool. Actually makes a reasonable attacker. Although the limit to using it for Con rounds seems...small. That means that per combat he is really only useful for 2-5 rounds reasonably then again after 1d4 rounds of fatigue. Don't really know what would make it better or of it is even a problem since this ability is hard to judge without playtesting.

What happens if he staggers it some rounds on some rounds off? Does the time limit restart? Because as written it doesn't say. It actually is unspecific enough that it could be read that he can only do this once lol. I added a line that says per encounter to that part so it is clearer.

Since he is unable to use TWF during least and lesser, is it implied that he can use it in improved? Otherwise as written he can never use TWF or any other multi-weapon fighting feat.

Feat idea: every extra hand adds full cha to damage?

Telekinetic Reach: Isn't this just replaced by the Telekinetic Fighting Improved? If it is then maybe some other thing here? If not then, why is it in the fighting section at all?

Far Trick: I like. Would need to play test to find any flaws.

Mind's Eye: It says in the lvl 20 part that you can do it without a focus. Nowhere else is a focus mentioned. Remove or clarify that it is needed to use the ability at all. Also as a full round action to gain sight for 1 round until level 15 seems alot. Suggestion: Make it last for Wis modifier rounds or at level 10 move it down to move action so it can be done and you can do something else.

Martial Skill: Meh. Good ability, helps with weapon loadout. Balanced in my opinion but doesn't shine much. No problems, just commenting.

Telekinetic Flight: I like. However, it doesn't say what happens if you use the flight for the duration. Is that it for the day? Or do you become fatigued and then have to restart it?

I like the change from modifier to score at level 11.

At 13th level, does this mean it needs no hands? Or is it still assumed that all things need one hand? Just a clarity issue.

Feat idea: faster.

Focused Shield: Cool.
So you effectively have 4 5ft squares you can place?
Or is it just a 10ft thick block?
Do the barriers fill the entire square or are they just thin like a wall of force?
Can they have bends in them? Or are they always straight? I.E. can you put a bubble around yourself?
Can they be a dome like in the wall spells?

Also the damage is laughable at every level: 26 damage at level 20. Perhaps 1d6/level? So 20d6 at level 20 or max of 120.

Feat ideas: extra hands add extra volume, extra hands add extra damage.

Disrupting Throw: Cool.
Oh, and as to the discussion earlier of making the fighters life suck, you only provoke once for any given movement. So charging through 6 threatened squares only gives any attacker 1 AoO...so if he charges through a line of people he is screwed, if not only gets hit once.

Now if we had each weapon wielded be counted as a separate entity for AoO purposes, then I can see Telekineticists standing with a veritable swarm of swords in the direction of fighters just to make their lives suck.

Oh if someone has this and greater TK fighting, can they fling all of their weapons at this poor guy? Or only one at a time?

Also, another point, how far can you move the weapons you wield with TK per action? Anywhere in the range? Some other limit?

Ghostly Hand: Nice. The last sentence feels clunky, and might create some odd situation with interpretation later... how about "... weapons wielded using Telekinetic Fighting are able to affect ethereal creatures and objects as though they had the Ghost Touch ability, although they do not actually gain the enchantment."

Master of the far hand: Very nice capstone. First part: aren't all of the abilities gained in this class TK dependent? Therefore all TK class abilities become EX? Just a personal clarification.

ACFs:

Pure Telekineticist: I see no reason to take this. It means you have no real offensive power. Maybe with it, add something that improves the Force Blast ability? Or increase the amount of weight it can lift?
This basically has this effect: Sweet, I now have all these Hands to do things with! I have so much utility now! Wait, a monster? I'm gonna go hide behind the mage now...

Unarmed Telekineticist: This is very cool. I would love this. Just seems heavy on the hands. Maybe increase the hands to 1/2 levels? Also, might need some bonus to hit. Change the dmg bonus to a to hit? Or just give the same bonus to dmg and to hit.

Items:

Miniature Boulder: Love this. Cost? Or just something they have?

Last edited by DerTollUdo : 02-09-2012 at 02:56 PM.
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Old 02-09-2012, 06:15 PM   Top  -  End  -  #59
bobthe6th
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Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

yes

I did intend that

eh... I liked the slight MAD. It lets the charicter to either pump one abilaty into the stratosphere or be balenced. I guess... it would clarify.

The idea is that you arn't throwing a bolt of pure force, but trying to explode your foe from the inside, so fort save. also, majorly intended for object breaking. yes it is, force blast is for when you don't have something better to throw, or your foe is moving to fast. unarmed strike vs weapon.

It should allow you to rest. I just didn't want the telekenetisist walking around with weapons up at all times.

I should clear that up.

that was the intent, will clarify.

will remove that bit from improved.

yep.

psionic focus, will clarify. also, blind sight. the stuff is crazy, and I don't think he can do anything else when he is fondling a 60ft radius for ninjas.

yep

should make it clearer that it is a refresh at the end of the use.

thanks

should clarify

should be a ten ft square pane. so two squares, and up two 5ft cubes.

thin wall

no, but you can build a nice shield with 6.

nope, but a ten ft cube is doable.

the damage was an add on. it should be laughable, more insult to injury really.

cool

that would be really a DM call.

hm... as now, I think they can't realy use any, unless they force blast them all.

not sure... I think you have to move them with mental strength 30ft round.

hmm... will think on this

yes, yes it does

chuck rocks at the monster, or pick it up. you have the free hands now...

will think about it...

not sure of a good price... was a bit unfinished.


and thanks for the PEACH! will get to editing soon.
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avatar by Szilard, thank you sir for the fine work!

my home brew. you should PEACH them...
Telekineticist
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Old 02-09-2012, 07:43 PM   Top  -  End  -  #60
DerTollUdo
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Join Date: Jan 2012
Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

More discussion once you make the edits so I know what to speak on. I will also try to get my friend magikeeper to check it out and peach.
Any thoughts on the edits I made?
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