From Compendium of Worldly Lore
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{{Class | |||
|Name=Telekineticist | |||
|Source=Homebrew | |||
|Role=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 + Int modifier | |||
|Proficiencies=Simple weapons, no armor. | |||
|Spellcasting Class=No | |||
|Prestige Class=No | |||
}} | |||
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 |
Revision as of 16:07, 18 April 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: Utility
Characteristics: {{{Description}}}
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 {{{Class Skills}}}
Skill Points at 1st Level: (4 + Int modifier + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier + 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