Difference between revisions of "Telekineticist"

From Compendium of Worldly Lore

Jump to: navigation, search
(Blanked the page)
Tags: Manual revert Blanking
Line 1: Line 1:
 
{{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