Difference between revisions of "Telekineticist"

From Compendium of Worldly Lore

Jump to: navigation, search
Tags: Visual edit Reverted
 
(7 intermediate revisions by 4 users not shown)
Line 1: Line 1:
'''Weapon and Armor ProficiencyWeapon and Armor Proficiency''': A: A  {{{Name}}} is proficient with is proficient with  {{{Proficiencies}}}
{{Class
|Name=Telekineticist
|Source=Homebrew
|Role=DPS Utility
|Summary=Through constant practice, a miracle of magic, or any other number of means, a Telekineticist is a master of manipulating objects with their mind and hands. They can pick up and throw objects, grant themselves extra protection, lash out at foes with a powerful push of force, and can eventually learn to control gravity itself. As they get stronger, they are able to do these things without so much as a thought. They excel at using their strange abilities at mid to long range in combat.
|Alignment=Any
|Abilities=Intelligence powers the Telekineticist's class features, and Dexterity and Constitution can help to keep the Telekineticist alive if a melee encounter goes sour.
|Hit Die=d6
|Starting Gold=2d4 x 10 GP
|Base Skill Points=4
|Proficiencies=Simple weapons, no armor.
|Spellcasting Class=No
|Prestige Class=No
|Class Skills=Concentration, Craft, Knowledge (all), Listen, Open Lock, Pick Pocket, Profession, Search, Spellcraft, Spot, and Use Magic Device.|Description=Mid-to-long range characters that can use large melee weapons and grapple from far away}}
Level BAB Fort Ref Will Class Abilities
1st 0 0 0 2 Kinetic Power, Kinetic Techniques, Overchannel
2nd 1 0 0 3 Impacting Strike
3rd 1 1 1 3 Inner Armor
4th 2 1 1 4
5th 2 1 1 4
6th 3 2 2 5 Multihand
7th 3 2 2 5 Multigrab
8th 4 2 2 6
9th 4 3 3 6 Wave Surge
10th 5 3 3 7 All Feeling Hand
11th 5 3 3 7 Greater Multihand, Inner Self Grab
12th 6/1 4 4 8 Break Move
13th 6/1 4 4 8 Shock Wave
14th 7/2 4 4 9 Projectile Acceleration
15th 7/2 5 5 9 Inner All Feeling Hand
16th 8/3 5 5 10
17th 8/3 5 5 10 Gravitic Negation
18th 9/4 6 6 11 Gravitic Movement
19th 9/4 6 6 11
20th 10/5 6 6 12 Gravitic Singularity
{| class="wikitable"
|+'''Table 1-1: Telekineticist Progression'''
!Level
!Base
Attack Bonus
!Fort
Save
!Ref
Save
!Will
Save
!Special
|'''Kinetic Attack Bonus'''
|-
|1st
| +0
| +0
| +0
| +2
|Kinetic Power, Kinetic Techniques, Overchannel
| +1
|-
|2nd
| +1
| +0
| +0
| +3
|Impacting Strike
| +2
|-
|3rd
| +1
| +1
| +1
| +3
|Inner Armor
| +3
|-
|4th
| +2
| +1
| +1
| +4
|
| +4
|-
|5th
| +2
| +1
| +1
| +4
|
| +5
|-
|6th
| +3
| +2
| +2
| +5
|Multihand
| +6/+1
|-
|7th
| +3
| +2
| +2
| +5
|Multigrab
| +7/+2
|-
|8th
| +4
| +2
| +2
| +6
|
| +8/+3
|-
|9th
| +4
| +3
| +3
| +6
|Wave Surge
| +9/+4
|-
|10th
| +5
| +3
| +3
| +7
|All Feeling Hand
| +10/+5
|-
|11th
| +5
| +3
| +3
| +7
|Greater Multihand, Inner Self Grab
| +11/+6/+1
|-
|12th
| +6/+1
| +4
| +4
| +8
|Break Move
| +12/+7/+2
|-
|13th
| +6/+1
| +4
| +4
| +8
|Shock Wave
| +13/+8/+3
|-
|14th
| +7/+2
| +4
| +4
| +9
|Projectile Acceleration
| +14/+9/+4
|-
|15th
| +7/+2
| +5
| +5
| +9
|Inner All Feeling Hand
| +15/+10/+5
|-
|16th
| +8/+3
| +5
| +5
| +10
|
| +16/+11/+6/+1
|-
|17th
| +8/+3
| +5
| +5
| +10
|Gravitic Negation
| +17/+12/+7/+2
|-
|18th
| +9/+4
| +6
| +6
| +11
|Gravitic Movement
| +18/+13/+8/+3
|-
|19th
| +9/+4
| +6
| +6
| +11
|
| +19/+14/+9/+4
|-
|20th
| +10/+5
| +6
| +6
| +12
|Gravitic Singularity
| +20/+15/+10/+5
|}
{| class="wikitable"
|+'''Table 1-2: Kinetic Ability Progression'''
!Level
|'''Kinetic Size'''
|'''Kinetic Power (+int mod)'''
|'''Kinetic Unarmed Dmg'''
|'''Kinetic Armor (+int mod)'''
|'''Kinetic Shield'''
|'''Kinetic Range'''
|'''Wave Surge Damage, Backlash'''
|'''One-Handed Weapon Size/Weight (lbs)'''
|'''Carrying Capacity at INT 10+KP (L/M/H)'''
|-
|1st
|M
|1
|1d3
|0
|5
|30
|
|M/10
|38/76/115
|-
|2nd
|M
|1
|1d3
|0
|5
|40
|
|M/10
|38/76/115
|-
|3rd
|M
|1
|1d3
|0
|5
|40
|
|M/10
|38/76/115
|-
|4th
|M
|2
|1d3
|1
|5
|50
|
|M/10
|43/86/130
|-
|5th
|M
|2
|1d3
|1
|10
|50
|
|M/10
|43/86/130
|-
|6th
|L
|3
|1d4
|1
|10
|60
|
|L/20
|100/200/300
|-
|7th
|L
|3
|1d4
|1
|10
|60
|
|L/20
|100/200/300
|-
|8th
|L
|4
|1d4
|2
|10
|70
|
|L/20
|116/233/350
|-
|9th
|L
|4
|1d4
|2
|10
|70
|9d6, 3
|L/20
|116/233/350
|-
|10th
|L
|5
|1d4
|2
|15
|80
|10d6, 3
|L/20
|133/266/400
|-
|11th
|H
|5
|1d6
|2
|15
|80
|11d6, 3
|H/40
|266/533/800
|-
|12th
|H
|6
|1d6
|3
|15
|90
|12d6, 4
|H/40
|306/613/920
|-
|13th
|H
|6
|1d6
|3
|15
|90
|13d6, 4
|H/40
|306/613/920
|-
|14th
|H
|7
|1d6
|3
|15
|100
|14d6, 4
|H/40
|346/693/1040
|-
|15th
|H
|7
|1d6
|3
|20
|100
|15d6, 5
|H/40
|346/693/1040
|-
|16th
|G
|8
|1d8
|4
|20
|110
|16d6, 5
|G/80
|800/1600/2400
|-
|17th
|G
|8
|1d8
|4
|20
|110
|17d6, 5
|G/80
|800/1600/2400
|-
|18th
|G
|9
|1d8
|4
|20
|120
|18d6, 6
|G/80
|933/1866/2800
|-
|19th
|G
|9
|1d8
|4
|20
|120
|19d6, 6
|G/80
|933/1866/2800
|-
|20th
|C
|10
|2d6
|5
|25
|130
|20d6, 6
|C/160
|2128/4256/16000
|}

Latest revision as of 18:21, 29 October 2023




Through constant practice, a miracle of magic, or any other number of means, a Telekineticist is a master of manipulating objects with their mind and hands. They can pick up and throw objects, grant themselves extra protection, lash out at foes with a powerful push of force, and can eventually learn to control gravity itself. As they get stronger, they are able to do these things without so much as a thought. They excel at using their strange abilities at mid to long range in combat.

Role: DPS Utility

Characteristics: Mid-to-long range characters that can use large melee weapons and grapple from far away

Source: Homebrew

Game Rule Information

The Telekineticist has the following game statistics.

Abilities: Intelligence powers the Telekineticist's class features, and Dexterity and Constitution can help to keep the Telekineticist alive if a melee encounter goes sour.

Alignment: Any

Hit Die: d6

Starting Gold: 2d4 x 10 GP

Class Skills

The Telekineticist's class skills are Concentration, Craft, Knowledge (all), Listen, Open Lock, Pick Pocket, Profession, Search, Spellcraft, Spot, and Use Magic Device.

Skill Points at 1st Level: (4 + Int modifier) × 4

Skill Points at Each Additional Level: 4 + Int modifier

Class Features

All of the following are class features of the Telekineticist.

Weapon and Armor Proficiency: A Telekineticist is proficient with Simple weapons, no armor.
Level BAB Fort Ref Will Class Abilities 1st 0 0 0 2 Kinetic Power, Kinetic Techniques, Overchannel 2nd 1 0 0 3 Impacting Strike 3rd 1 1 1 3 Inner Armor 4th 2 1 1 4 5th 2 1 1 4 6th 3 2 2 5 Multihand 7th 3 2 2 5 Multigrab 8th 4 2 2 6 9th 4 3 3 6 Wave Surge 10th 5 3 3 7 All Feeling Hand 11th 5 3 3 7 Greater Multihand, Inner Self Grab 12th 6/1 4 4 8 Break Move 13th 6/1 4 4 8 Shock Wave 14th 7/2 4 4 9 Projectile Acceleration 15th 7/2 5 5 9 Inner All Feeling Hand 16th 8/3 5 5 10 17th 8/3 5 5 10 Gravitic Negation 18th 9/4 6 6 11 Gravitic Movement 19th 9/4 6 6 11 20th 10/5 6 6 12 Gravitic Singularity

Table 1-1: Telekineticist Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special Kinetic Attack Bonus
1st +0 +0 +0 +2 Kinetic Power, Kinetic Techniques, Overchannel +1
2nd +1 +0 +0 +3 Impacting Strike +2
3rd +1 +1 +1 +3 Inner Armor +3
4th +2 +1 +1 +4 +4
5th +2 +1 +1 +4 +5
6th +3 +2 +2 +5 Multihand +6/+1
7th +3 +2 +2 +5 Multigrab +7/+2
8th +4 +2 +2 +6 +8/+3
9th +4 +3 +3 +6 Wave Surge +9/+4
10th +5 +3 +3 +7 All Feeling Hand +10/+5
11th +5 +3 +3 +7 Greater Multihand, Inner Self Grab +11/+6/+1
12th +6/+1 +4 +4 +8 Break Move +12/+7/+2
13th +6/+1 +4 +4 +8 Shock Wave +13/+8/+3
14th +7/+2 +4 +4 +9 Projectile Acceleration +14/+9/+4
15th +7/+2 +5 +5 +9 Inner All Feeling Hand +15/+10/+5
16th +8/+3 +5 +5 +10 +16/+11/+6/+1
17th +8/+3 +5 +5 +10 Gravitic Negation +17/+12/+7/+2
18th +9/+4 +6 +6 +11 Gravitic Movement +18/+13/+8/+3
19th +9/+4 +6 +6 +11 +19/+14/+9/+4
20th +10/+5 +6 +6 +12 Gravitic Singularity +20/+15/+10/+5
Table 1-2: Kinetic Ability Progression
Level Kinetic Size Kinetic Power (+int mod) Kinetic Unarmed Dmg Kinetic Armor (+int mod) Kinetic Shield Kinetic Range Wave Surge Damage, Backlash One-Handed Weapon Size/Weight (lbs) Carrying Capacity at INT 10+KP (L/M/H)
1st M 1 1d3 0 5 30 M/10 38/76/115
2nd M 1 1d3 0 5 40 M/10 38/76/115
3rd M 1 1d3 0 5 40 M/10 38/76/115
4th M 2 1d3 1 5 50 M/10 43/86/130
5th M 2 1d3 1 10 50 M/10 43/86/130
6th L 3 1d4 1 10 60 L/20 100/200/300
7th L 3 1d4 1 10 60 L/20 100/200/300
8th L 4 1d4 2 10 70 L/20 116/233/350
9th L 4 1d4 2 10 70 9d6, 3 L/20 116/233/350
10th L 5 1d4 2 15 80 10d6, 3 L/20 133/266/400
11th H 5 1d6 2 15 80 11d6, 3 H/40 266/533/800
12th H 6 1d6 3 15 90 12d6, 4 H/40 306/613/920
13th H 6 1d6 3 15 90 13d6, 4 H/40 306/613/920
14th H 7 1d6 3 15 100 14d6, 4 H/40 346/693/1040
15th H 7 1d6 3 20 100 15d6, 5 H/40 346/693/1040
16th G 8 1d8 4 20 110 16d6, 5 G/80 800/1600/2400
17th G 8 1d8 4 20 110 17d6, 5 G/80 800/1600/2400
18th G 9 1d8 4 20 120 18d6, 6 G/80 933/1866/2800
19th G 9 1d8 4 20 120 19d6, 6 G/80 933/1866/2800
20th C 10 2d6 5 25 130 20d6, 6 C/160 2128/4256/16000