Telekinesis class

The homebrew forum

Moderator: Moderators

CalibronXXX
Knight-Baron
Posts: 698
Joined: Fri Mar 07, 2008 7:54 pm

Re: Telekinesis class

Post by CalibronXXX »

Anyone else think those look like RoW style scaling feats?
User avatar
JonSetanta
King
Posts: 5525
Joined: Fri Mar 07, 2008 7:54 pm
Location: interbutts

Re: Telekinesis class

Post by JonSetanta »

Yes they do, but the concept of "scaling feats" is a lot older than RoW.
Frank n Keith just made it look good, and fit well within the normal boundaries of 3.5e D&D.
So even if STW wasn't thinking of the style consciously, it's probably due to such a decision naturally being one of the most feasible.
Or he arrived there by probability.
Still, works fine to me.
The Adventurer's Almanac wrote:
Fri Oct 01, 2021 10:25 pm
Nobody gives a flying fuck about Tordek and Regdar.
SunTzuWarmaster
Knight-Baron
Posts: 948
Joined: Fri Mar 07, 2008 7:54 pm

Re: Telekinesis class

Post by SunTzuWarmaster »

Actually, that wouldn't be terrible. Simply grant the class a bonus feat at levels 1, 3, 6, 9, 12, 15 and have each feat scale based on caster level (instead of BAB). God, there is even the appropriate number. Give them some meaningless abilities at other levels (such as Int to AC). It is the perfect balance solution, because you can assure that they don't get "grapple a crazy number of people, all of whom suffocate" until level 15 or so.

Wow, thanks for pointing it out and dragging me along for the ride here, guys. I hope that I am the only one that feels foolish.
SunTzuWarmaster
Knight-Baron
Posts: 948
Joined: Fri Mar 07, 2008 7:54 pm

Re: Telekinesis class

Post by SunTzuWarmaster »

Telekinetic

Alignment: any

Hit Die: d6

Base Attack Bonus: as Rogue

Saves:
Fort - Bad
Ref - Good
Will - Good

Class Skills: Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Intimidate, Jump, Knowledge, Listen, Profession, Sleight of Hand, Speak Language, Spellcraft, Spot, Swim, Tumble, Use Magic Device

Skill Points: 4+(Int Mod)

Weapon and Armor Proficiency: Telekinetics are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and light armor. Additionally, telekinetics are proficient with any weapon or armor that they use telekinetically via any ability.

1 - Lesser Telekinesis, Force Knife, Force Field, Telekinetic Ability
2 - Telekinetic Ability
3 - Armor of Force
4 - Levitation
5 - Telekinetic Ability
6 - Telekinesis
7 - Ledgermain
8 - Telekinetic Ability
9 - Reality Field
10 - Bend Time and Space
11 - Telekinetic Ability
12 - Greater Telekinesis
13 - Legendary Mobility
14 - Telekinetic Ability
15 - Master of Time and Space

Lesser Telekinesis - The Telekinetic may cast the "Sustained Force" and "Combat Maneuver" versions of telekinesis within Close Range as a supernatural ability that is usable at will. This ability increased to Medium range at level 6 (Telekinesis), and to long range at level 12 (Greater Telekinesis). Telekinesis (level 6) also gives the Violent Thrust ability of Telekinesis.

The telekinetic may attack with a single melee weapon within range of his Telekinesis using his Caster Level in place of his Base Attack bonus. You may use the "Power Attack" option by taking penalties to your caster level, but this applies to all spells cast in the round. This counts as a use of the "Combat Maneuver" version of Telekinesis.

Force Knife - The Telekinetic may use Telekinesis to create a knife of force as a free action. This weapon may only be used by the telekinetic, and must be held in order to attack. It may be attacked with as a touch attack and does 1d4 force damage with a x2 critical modifier. You are always considered armed.

Force Field - The Telekinetic may cast Shield as a free action.

Telekinetic ability - The Telekinetic may select one ability from the list at the bottom. This ability is gained at levels 1, 2, 5, 8, 11, and 14. Each time the Telekinetic must select a new specialty.

Armor of Force - The Telekinetic may add his Intelligence modifier to Armor class as an Armor Bonus provided he is not denied his dexterity bonus.

Levitation - The Telekinetic gains the ability to levitate himself with the "Sustained Force" version of Telekinesis. If he already has the ability to flight, his fly speed increases by 20 feet.

Ledgermain - The Telekinetic may add his Intelligence modifier to his Swim, Climb, Jump, Tumble, and Slight of Hand abilities. The telekinetic may also spend a standard action to add his Int mod to the Jump, Swim, Climb, Tumble, of Slight of Hand checks of another character for one round.

Reality Field - The Telekinetic gains Spell resistance of 10+character level.

Bend Time and Space - a Telekinetic may cast Teleport or Dimension Door at will with a caster level equal to his class level. A telekinetic may cast Plane Shift on himself and willing creatures up to once per day. These effects are to be treated as Spell Like Abilities.

Legendary Mobility - Any time a telekinetic casts Telekinesis with a standard action, he may make a move action. This move action may not be used to concentrate on a spell.

Master of Time and Space - A telekinetic may cast Plane Shift on himself and willing targets at will as a supernatural ability. A Telekinetic may cast Greater Teleport as a supernatural ability at will.


Telekinetic abilities
Telekinetic abilities scale with character level. For instance, a Telekinetic with a caster level of 4 and the Telekinetic utilist ability may not use Sustained Force ability to lift 75 pounds of weight per caster level until he gains a level.

Telekinetic combatant
1 - you gain the ability to suffocate opponents as a combat maneuver. The opponent is allowed a Fortitude save to negate this effect each round. The first round after a failed save, the target is not allowed to act in any manner. Aftwards this condition escalates to unconsciousness (0 hit points), dying (-1 and bleeding), and death. This takes a total of 4 rounds of continuous failed attempts.
5 - each "combat maneuver" version of TK, you may use 2 maneuvers (these need not be the same maneuver or the same opponent)
10 - When you use the violent thrust version of TK, if they are hurled into a wall you may make a free pin attempt. If they are hurled into another opponent, you may make a free trip attempt.
15 - each "combat maneuver" version of TK, you may use 3 maneuvers (these need not be the same maneuver or the same opponent)

Telekinetic Shielder
1 - You gain projectile shielding (as above "rock catching") for any projectile object within Close range
5 - You may use your Force Field ability on up to one character per class level within Close Range.
10 - You may cast Wall of Force at will, you may not have more than one wall of force active at any time.
15 - You gain Spell Resistence that applies to allies. Any time a spell has a target within Close Range of you (including yourself), you may opt to have a Spell Resistance of 5+(character level) apply.

Born Natural
1 - You gain fly(perfect) of up to your normal base land speed. You may control up to twice your caster level in objects (the sum of the weights must still be within your weight limit).
5 - Your "Sustained force" version of telekinesis need may be cast as a swift or immediate action with a weight limit of up to 75 pounds/caster level. You may levitate willing creatures in this manner.
10 - Your "Sustained force" version of telekinesis may lift unwilling creatures off the ground. All objects controlled by your "Sustained force" version of telekinesis have a movement speed of 5 feet per caster level (instead of 20 feet)
15 - You may use the "Combat Maneuver" version of Telekinesis as a Swift or Immediate action.

Telekinetic Murderer
1 - You may coup de grace as a standard action, your telekinetic knife does 1d4/level in force damage with a critical of x4 instead of 1d4 x2.
5 - You may use your Telekinetic Knife anywhere within Medium range
10 - Your telekinetic knife becomes a blade of force. You gain 10' reach with the telekinetic blade and it does 1d8/level instead of 1d4/level. It may be used this way within medium range
15 - You may make Telekinetic Blade attack upon any opponent that you pin (Telekinetically or otherwise).

Telekinetic Ally
1 - As a full round action, you may add your class level to all To Hit, Damage, Saves and Skill checks of one ally.
5 - You may throw allies out of the way of danger. Any ally within close range of you is considered to have the Evasion (this includes yourself). If they already have this ability from another source, they instead gain Improved Evasion.
10 - As a swift action, you may grant an ally up to half your class level in Armor Class.
15 - As a swift action, all allies within Close Range gain half of your class level in Armor Class.

Telekinetic Weilder (This ability may not be used until the Telekinetic can cast the "Violent Thrust" verion of Telekinesis).
1 - You may fling an enemy into a wall, into another enemy, or skyward (dealing d6/level in bludgeoning damage). This is considered a use of the "Violent Thrust" version of telekinesis.
5 - All objects are considered "dense" for the purpose of smashing people's faces in.
10 - You may make a "full telekinetic attack" as a full round action. You may make an attack with up to twice your level in unattended weapons (a single weapon may attack up to two times).
15 - You may use the "Violent Thrust" version of Telekinesis as a swift or immediate action. When you use the Violent Thrust Version of Telekinesis, you may use the "Sustained Force" version as a free action.
SunTzuWarmaster
Knight-Baron
Posts: 948
Joined: Fri Mar 07, 2008 7:54 pm

Re: Telekinesis class

Post by SunTzuWarmaster »

I will be using this version of the class in my campaign on Sunday, and believe it to be underwhelming at levels less than 6, which is acceptable for my purposes.

The character will be level 4 with Telekinetic Murderer and Born Natural, focusing upon dropping things on people and stabbing them in the face.
User avatar
JonSetanta
King
Posts: 5525
Joined: Fri Mar 07, 2008 7:54 pm
Location: interbutts

Re: Telekinesis class

Post by JonSetanta »

STW: You're not the only one to feel foolish. I make an ass of myself almost every time I post here. I keep hoping that, eventually, the number of decent/contributing/insightful comments will outnumber the tired/stressed out/rushed crap, but no...

Those are some damn fine abilities, there. All except for Master of Time and Space, of which I can't quite bend my own mind into accepting that simple TK will warp time itself!

Force of Will is a feat that adds CHA to Will saves vs. Mind effects, and SR 5+level is easily beatable (worth near nothing).
So my advice here is to get a new (similar?) name for that one, and up the SR by at least 5.
Maybe "Stable Reality Field"?
The Adventurer's Almanac wrote:
Fri Oct 01, 2021 10:25 pm
Nobody gives a flying fuck about Tordek and Regdar.
Catharz
Knight-Baron
Posts: 893
Joined: Fri Mar 07, 2008 7:54 pm

Re: Telekinesis class

Post by Catharz »

This could easily form the basis of a set of 'psionic' classes, which actually do things right. I like the "Telekinetic abilities" a lot, but I think they're too specific. You could just make it into a class with just one or two PrCs to allow for defensive/'sphere' specialists and soulknives.



I've been tossing around the idea of a scaling telekinetic ability which gives the required flavor, isn't overpowered, and is still useful at low levels.

Here's what I've got:

Telekinetic talent
Action: Standard
Range: Close or spread
Targets: See text
Duration: Concentration or instantaneous; see text
Saving throw: Will negates or reflex half; see text
Spell resistance: Yes (object); see text

Levitate
A sustained force moves 25 pounds per caster level up to 20 feet per round. A creature can negate the effect on itself or an object it possesses with a successful Will save or with spell resistance. An object cannot be moved beyond your range. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops.
An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require Intelligence checks. This use lasts as long as you concentrate on it.

Attack
Alternatively, once per round, you can use telekinesis to make an attack. Resolve the attack as normal, with the following modifications:
* You use your caster level in place of your base attack bonus
* You use your Intelligence in place of your Dexterity and your Charisma in place of your Strength
You must have been be using the sustained force or combat maneuver ability on a weapon during the previous round to attack with it. Unarmed attacks don't require that you be levitating anything. No save is allowed against these attempts, but spell resistance applies normally. This use requires as standard action.

Blast
Alternatively, the spell energy can be spent as a standard action. You deal 1d4 force damage per level in a 10' burst (centered on yourself), 15' cone, or 30' line (starting at the edge of your space). You take no damage from this effect Any creatures caught within the area may make a reflex save for half damage. You can hurl any of the creatures or objects you are using sustaned force to levitate. The thrown objects and creatures are moved to the edge (burst) or end (cone or line) of the effect unless they are stopped by running into something, and end the move prone. Thrown creatures are allowed Foutitude saves (and spell resistance) to negate the effect. If a telekinesed creature is hurled against a solid surface, it takes damage as if it fell the distance it was thrown (1d6 per 10'). This ability immediately ends any other uses of telekinesis.

It's intentional that it targets all three saves and two damage types.

If you think this gives too much versatility at first level, I'd consider removing 'attack' first and 'levitate' second. This would fall in line with the stereotype of 'learning to control your TK'.

Improvements would include greater range, more damage, more attacks, and more fine manipulation. TKers would automagically not take nonproficiency penalties from TK-wielded weapons.

I'm also trying to figure out how to increase MAD a bit without making it too significant.
SunTzuWarmaster
Knight-Baron
Posts: 948
Joined: Fri Mar 07, 2008 7:54 pm

Re: Telekinesis class

Post by SunTzuWarmaster »

I don't know how, but I dropped "making an attack" with Caster Level=BAB.

Levitate is rolled into the "Born Natural" ability at level 5 (and can be "elevator-cheated" before then).

MAD actually isn't terrible. Dex is needed to hit with various ranged attacks, Con is always needed, Int is primary. Wisdom, Strength, and Charisma are dump stats (as wizard) with the exception of Charisma for UMD. Nonproficiency is taken care of at the top.

I ran it by one of my players and ended up making the Int->AC an Armor bonus, because ungodly AC was possible pretty early (10+int+shield+light armor).

I like the "Blast" ability, but I'm not sure where I can cram it in.
Catharz
Knight-Baron
Posts: 893
Joined: Fri Mar 07, 2008 7:54 pm

Re: Telekinesis class

Post by Catharz »

Blast is designed to replace "violent thrust". This is for four reasons:
1) If you allow attacks with "combat maneuver", you can already throw things around and into walls.
2) It's designed to model the effects of hurling lots of little things at once better than 'lots of attack rolls'.
3) The TKer doesn't have an real area attacks.
4) "Violent thrust" just sounds bad. "Bow down before the awesome might of my violent thrusting!" It's something Doom Patrol's "Codpiece" would say.
User avatar
Zmhamster
NPC
Posts: 2
Joined: Mon Mar 08, 2010 9:07 pm

Post by Zmhamster »

Hmm... For the sake of updates and walls of class text you might want to update the first post with the current version of the class.

But I like what I see. A few points:

The ability to suffocate creatures (1st level of Telekinetic combatant) seems like the ultimate lockdown ability against anyone who doesn't have a good fortitude save.
The "inability to act" is rather vague. Do they lose their Dex bonus to ac? Can you sneak attack them? Flesh the rule out a little more.
Perhaps instead of complete lockdown they are immobilized.

EDIT: Violent thrust is what it's called on the SRD. I too find it funny tho. :biggrin:
Last edited by Zmhamster on Mon Mar 08, 2010 10:38 pm, edited 1 time in total.
Post Reply