Telekineticist

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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