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Telekinetic (3.

5e Class)

[edit]Telekinetic
Some people can bend space to their will. These people are called Telekinetics and can move things
with their mind.
[edit]Making a TeIekinetic
AbiIities: ntelligence is important because it governs all telekinesis skills. Charisma and Wisdom
govern many skills.
Races: Any.
AIignment: Any.
Starting GoId: 4d410 gp (100 gp).
Starting Age: Complex.
Table: The Telekinetic
Hit Die: d4
Level
Base
Attack
Bonus
Saving Throws
Special
Telekinetic
reach
Telekinesis
speed Fort Ref Will
1st 0 0 0 2 Telekinesis, Telekinetic
Slam, Mind Over Body
5 It 5 It
2nd 1 0 0 3 Manipulate Force (Basic) 5 It 5 It
3rd 2 1 1 3 Telekinetic Shield, 10 It 5 It
4th 3 1 1 4 Multi-task (2), Force-Field 10 It 10 It
5th 3 1 1 4 Manipulate
Force (Advanced),
10 It 15 It
6th 4 2 2 5 Telekinetic Shield (1), 15 It 15 It
7th 5 2 2 5 Augment Duration (1), 15 It 20 It
8th 6/1 2 2 6 SkillIul
Telekinesis, PowerIul
Telekinesis
20 It 25 It
9th 6/1 3 3 6 Telekinetic
Shield (2), Multi-
task (3), Detonate
20 It 25 It
10th 7/2 3 3 7 Manipulate
Force (Expert), Augment
Duration (2)
25 It 25 It
11th 8/3 3 3 7 SkillIul Telekinesis (Skills) 25 It 25 It
12th 9/4 4 4 8 Telekinetic
Shield (3), Telekinetic
Sword
30 It 30 It
13th 9/4 4 4 8 Augment Duration (3), Move
Earth
30 It 30 It
14th 10/5 4 4 9 Multi-task (4) 35 It 30 It
15th 10/5 5 5 9 Telekinetic Shield (4) 35 It 30 It
16th 11/6/1 5 5 10 Augment Duration (4) 40 It 35 It
17th 12/7/2 5 5 10 Move Earth (Earthquake) 40 It 35 It
18th 13/8/3 6 6 11 Telekinetic Shield (5), 45 It 35 It
19th 14/9/4 6 6 11 Multi-task (5), Augment
Duration (Unlimited)
45 It 40 It
20th 15/10/5 6 6 12 Telekinetic Power 50 It 40 It
lass Skills (4 + Int modifier per level, 4 at 1st level)
Appraise (Int), BluII (Cha), Concentration (Int), Decipher Script (Int), Diplomacy (Cha), Gather
InIormation (Cha), Intimidate (Cha), Knowledge (Int) (History, religion, Royalty ),Sense
Motive (Wis), SpellcraIt (Int), Listen (Wis) Spot(wis)

tlass Features
All oI the Iollowing are class Ieatures oI the Telekinetic.
Weapon and Armor Proficiency: A telekinetic is proIicient with all simple weapons, but no armors or
shields.
Saving throws: Saves against abilities caused by the telekinetic's powers have a DC oI 10 1/2 the
telekinetic's level her intelligence bonus.
Mind Over Body: A telekinetic may make concentration checks with her intelligence modiIier instead oI
constitution.
Telekinesis (Ex): A telekinetic can move any object within her line oI sight at will, provided the object is
within her reach plus her telekinetic reach (Table:Telekinetic). She can perIorm any action perIormable with
one hand, though still must make checks as applicable. For all purposes, including carrying capacity, the
telekinetic Iorce has an eIIective strength and/or dexterity score equal to the telekinetic's intelligence and
can move at a speed shown on Table:Telekinetic. II an unwilling creature is targeted, it gets a will save to
resist. You may throw an object telekinetically. This requires a ranged attack roll. This deals damage based
on size, show on Table 1-2: Telekinesis Damage.
You can use telekinesis to perIorm a bull rush, disarm, grapple (including pin), or trip. Resolve these
attempts as normal, except that they don`t provoke attacks oI opportunity. A telekinetic can wield weapons
remotely, although is not considered to have proIiciency. Telekinesis's and dependent powers' actions can
only be taken once a round. This is a Iorce eIIect. This ability requires concentration and requires the
amount oI time it would normally take to perIorm the action minus a standard action. Concentration is a
standard action. This ability Iails iI it Iails a strength check or attempts to carry something over the
Maximum load Ior the virtual strength oI the eIIect, it Iails.
Telekinetic Slam (Ex): When a telekinetic uses telekinesis, she may choose to strike a enemy with a Iist oI
Iorce instead oI the standard eIIects. II she succeeds at a ranged touch attack against an opponent within her
telekinetic reach, her opponent takes 1d6 Iorce damage (plus 1d6 Ior each level the telekinetic possesses).
This is an attack action.
Manipulate Force: The telekinetic gains basic access to the Gravity sphere.
At IiIth level this increases to advance access and at tenth level, expert.
Telekinetic Shield: The telekinetic can now eIIortlessly push attacks away using telekinesis. She gains a
deIlection modiIier to AC equal to her intelligence modiIier.
At level 6 and every 3 levels thereaIter (9,12,15...)the telekinetic gains a additional 1 modiIier.
Multi-task: At Iourth level the telekinetic can multi-task, taking a standard action, to perIorm two
telekineses based ability,provided they each would normally take a standard action or less to perIorm, Ior
example a telekinetic can hold up a bridge, while using telekinetic slam to push an enemy oII it, with a
single standard action. In order to multi-task a telekinetic must make a Concentration check with a DC equal
to 15 the number oI eIIects times 5 - 1.
At ninth level and every 5 levels thereaIter, the amount oI abilities per standard action increases.
Force-Field (Ex): At Iourth level the telekinetic gains the ability to create a transparent Iorce-Iield using
telekinesis, which acts as a Wall oI Force. The size oI the Iield is 5 sq Ieet per class-level. This is a
telekinesis eIIect and can be implemented as a standard action. Its duration is concentration.
Augment Duration: Any telekinetic power with a duration oI concentration (Telekinesis, ||#Force-
Field,Force-Field), now last a round aIter concentration ends or until dismissed. There can be no more
active interaction on part oI the telekinetic. Telekinetically liIted objects Iloat in space, immobile, moving
back to the original location at the telekinetic speed iI moved. II the telekinesis eIIect Iails a strength check
the eIIect ends.
Duration continues 1 round at seventh level, and an additional one every 3 levels aIter word.
Powerful Telekinesis: EIIective strength Irom telekinesis is INT score plus Intelligence bonus. Damage
Irom Telekinetic powers now increases by INT bonus.
Skillful Telekinesis: EIIective Dexterity Irom telekinesis is now INT score plus Intelligence bonus. She
may now perIorm actions telekinetically that require two hands.
At 11th level the Telekinesis, is considered to have her intelligence bonus ranks in all dexterity based skills,
provided they are being used telekinetically.
Detonate (Ex): The telekinetic can let Iorce Iill in the cracks and pores oI an object and then pull outward,
shattering the object into a million pieces using telekinesis. By taking an attack action the telekinetic can
choose a target item within her telekinetic reach, that is hard enough to do damage iI thrown (no cloth or
etc), or a Iive Ioot cube oI a larger object and attempt to brake it with sudden Iorce telekinetically. II this
succeeds, everyone within 5 Ieet must make a reIlex save or take 1d6 piercing and slashing damage plus
1d6 per two class levels.
Move Earth (Ex): The telekinetic can cast Move Earth, as a wizard oI her level, at will.
At 17th level the telekinetic can cast Earthquake, as a wizard oI her level, at will aIter concentrating Ior 20
minutes.
Telekinetic Power: The telekinetcic gains a 10 bonus to eIIective strength. Multi-task now applies to Iull-
round actions, allowing the telekinetic to take several Iull round actions in one. Telekinetic skills (including
concentration time Ior telekinesis and Iorce Iield) are now move actions iI they were previously standard
actions.

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