Telekinesis class

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SunTzuWarmaster
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Telekinesis class

Post by SunTzuWarmaster »

Okay, we all know that the Master of the Unseen Hand sucks without some serious cheese, and I am attempting to put in a Telekinesis-wielder in my campaign as one of the stops among the Heroes Journey. In an effort to be fair, I figure I'll make up a Telekinesis (from here on out, this is TK) class that wouldn't suck to play.

The quasi-original post follows below, but I encourage people to look at the one further down (the updated one)



Telekinetic

Alignment: any

Hit Die: d4

Base Attack Bonus: as Wizard

Saves: as Wizard

Class Skills: Bluff, Concentration, Craft, Decipher Script, Diplomacy, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge, Listen, Move Silently, Profession, Sleight of Hand, Speak Language, Spellcraft, Spot, 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.

1 - Telekinetic Bolts, TK1, Lifetime Pursuit
2 - Telekinetic Knife, Augmented Skills
3 - TK2, Dampening Field
4 - Maelstrom
5 - Immune to Bullets (TK1-immediate)
6 - TK3
7 - Improved TK3
8 - Telekinetic Blade
9 - Stop the Rush (TK2 - immediate)
10 - Telekinetic Knife Wielder
11 - Improved TK1
12 - Telekinetic Shield
13 - Telekinetic Ally
14 - Telekinetic Knife Master
15 - God of Force (TK3 - immediate)

Telekinetic Bolts - As a standard action, a magical energy darts forth from the Telekinetic and strikes its target, dealing 1d4 points of force damage. The telekinetic may fire up to his class level in number of these bolts.

The missiles strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.

This action does not provoke attacks of opportunity.

TK1 - The Telekinetic may use the "Sustained Force" version of Telekinesis at will with a caster level equal to his class level. This effect can be used on any willing creatures. The save for this effect is Intelligence-based.

Lifetime Pursuit - The Telekinetic may use his class levels from any class to determine class level for the TK1, TK2, and TK3 abilities.

Telekinetic Knife - The Telekinetic may use Telekinesis to create a Telekinetic knife 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 d4/class level in damage with a x3 critical modifier. This improved to the Telekinetic Blade at level 7. You are always considered armed.

Augmented Skills - The Telekinetic gains his Int modifier as a bonus to all physical skills (Jump, Swim, Climb, Tumble, Slight of Hand), and may use any skill at close range.

TK2 - The Telekinetic may use the "Combat Maneuver" version of Telekinesis at will with a caster level equal to his class level. The save for this affect is Intelligence-based.

Dampening Field The Telekinetic gains DR equal to your class level. This effect is preserved provided the Telekinetic is not denied his Dexterity bonus to AC.

Maelstrom - The Telekinetic may split his "Sustained Force" version of telekinesis up among various objects up to twice his class level.

Immune to Bullets The Telekinetic may use his "Sustained Force" version of Telekinesis as an immediate or swift action.

TK3 - The Telekinetic may use the "Violent Thrust" version of Telekinesis at will with a caster level equal to his class level. The save for this affect is Intelligence-based.

Improved TK3 - Just to be clear, you may use the "Violent Thrust" version of TK in order to hurl a creature within your weight limit into the air, into a wall (doing d6/level in falling or bludgeoning damage), or into another creature (d6/level in damage to both creatures, which doubles as a trip attempt).

Telekinetic Blade - The Telekinetic Knife now does d10/class level in damage with a critical modifier of x4. You are considered to have a 10' reach with this weapon.

Stop The Rush - The Telekinetic may use his "Combat Maneuver" version of Telekinesis as an immediate or swift action.

Telekinetic Knife Wielder - You may wield a Telekinetic Knife with the "Combat Maneuver" version of telekinesis. Knives wielded in this manner do d4 points of damage for every two class levels. This ability improved to d4/class level at level 14. This ability is limited to close range. Designer Note: This can be up to 4 knives in a short period via Standard, Move (to concentrate), Swift, and a following Immediate action.

Improved TK1 - your weight limit for Telekinesis 1 doubles, bringing it to 50 pounds of weight per caster level.

Telekinetic Shield - The Telekinetic may use 100 pounds of "Sustained Force" Telekinesis in order to grant himself or another +1 deflection modification to AC. This is not an action.

Telekinetic Ally - The Telekinetic may use up 100 pounds of "Sustained Force" Telekinesis in order to grant himself or an ally +2 on any attack roll. This is not an action.

Telekinetic Knife Master - You may wield a Telekinetic Knife with the "Combat Maneuver" version of telekinesis. Knives wielded in this manner do d4 points of damage for every class levels.

God of Force - The Telekinetic may use the "Violent Thrust" version of Telekinesis at will as a Swift or Immediate Action. The save for this affect is Intelligence-based. When TK3 is used in this manner, the Telekinetic may additionally use TK1 or TK2.



At level 15, you get TK3 as a swift action, TK1(or 2) as a free, TK1(or 2 or 3) as a Standard action, and a concentration on one of them as a move action. It is intented that this character will take "Murderous Intent" early enough in his adventuring in order to survive. The Force Bolts and Knife are given to provide enough survival to level 3, where the character can simply concentrate on pinning an enemy before walking up and coup de gracing him with a Knife/Pick.

Things fly around this character. As an interesting side note, this character will not be rooted to the ground often (move action to concentrate on ongoing TK1, but may use TK1 to move himself 20 in any direction).

Thoughts are appreciated. My biggest fear is that it hits too much power around level 5, when the character can simply levitate himself above the enemy, be immune to one ranged attack/round, and rain down force damage.
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Re: Telekinesis class

Post by Catharz »

No hit points and no defensive abilities might prove to be a problem...
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Re: Telekinesis class

Post by the_taken »

Starting at level 5, he gains absolute DR equal to level? Maybe + CHA mod?

Skills 6+INT mod: Add jump and tumble, with a class ability to add INT mod to those skills. Or CHA mod. Whatever.

Telekenetic Shield should come earlier, and grant a bonus to AC equal to a mental stat's mod.

Around level ten their may be room for a long range transportation ability.
After level 13, a method to cross planar boundaries would be nice. Maybe astral projection x/day? at will around 18? Plane Shift 1/day at lvl16?
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Re: Telekinesis class

Post by SunTzuWarmaster »

Added that the character can threaten with the TK-Knife, and has reach with the TK-Blade (primarily for AoOs). There, added a DR that the character must not be surprised for. I figure that the primary defensive ability is being able to control items on another player's turn though. For instance:

Barbarian charges
Telekinetic places a table between himself and barbarian, also levitates upwards 20 feet, also animates 2 tower shields in order to gain total concealment. This is an immediate action at level 4 (if everything doesn't weigh much), more likely feasible at level 8. Next round, may move 20 feet (fly, perfect), and maintain concealment. Of course, this character must be a hobbit (for the weight limit).

My feeling is that the DR pushes it over the top, but some sort of defense is needed. Class was given light armor, and may take heavy armor proficiency as a feat or whatever.

Figure that said character can also simply ground the barbarian at level 9 with a decent trip attempt as an interrupt.

Keeping the skills at 4+Int mod, but instead making it an int-based class (as it really should have been all along).

Tried to incorporate most of the cool things telekinetics do in various movies/books (Sylar/Peter from heroes, Jean Grey from X-men, twins from Firestarter:Rekindled, ect.).
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Re: Telekinesis class

Post by JonSetanta »

Kanedaaa!

Nice work. I'll be watching this.
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Re: Telekinesis class

Post by the_taken »

SunTzuWarmaster at [unixtime wrote:1194669073[/unixtime]]My feeling is that the DR pushes it over the top, but some sort of defense is needed. Class was given light armor, and may take heavy armor proficiency as a feat or whatever.


I was going for the "You must be this tall to hurt Lucy." rule, and having a wimpy DR created by telekinesis's be the trick.

As to my other suggestions?
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Re: Telekinesis class

Post by SunTzuWarmaster »

the_taken wrote:I was going for the "You must be this tall to hurt Lucy." rule, and having a wimpy DR created by telekinesis's be the trick.



I have no idea what this means, terribly sorry. I've read it several times now and still can't it figure out, lol.

As far as the other suggestions, I've been trying to think of something appropriate. Something along the lines of:
"You may cast an extended Overland Flight once daily on a number of creatures not to exceed your TK1 weight limit"

I want to give something like a 3x/day Teleport around level 10 or so, but I can't figure out how to get it in. Also, I want to incorporate Shield and Ally into one ability and move it a bit earlier. In order to do that, I would have to move Improved TK1 up a bit further.

The original intent was to get all of the differing kinds of TK as soon as possible and then improving them, but the improvements are what I feel is making this class worthwhile. The knives are almost complete flavor text when you get them, unless you have to tear the crap out of a ghost.

Plan on making another revision tonight or so, being that I don't think that a 50 pounds/level limit is going to break anything.

Another side note: this character MUST take a concentration skill feat as soon as possible. I did not realize that concentrating on a spell is a standard action, but I'm fine with that.
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Re: Telekinesis class

Post by Judging__Eagle »


I was going for the "You must be this tall to hurt Lucy." rule, and having a wimpy DR created by telekinesis's be the trick.


It's like fighting the Grick.

You can't really fight it until you have magic weapons. Or it's a boss monster before you get them.


An other example is exploring the castle of the Ifrit Capliph.

"You must be this tall to even enter."

Where height is equated with having Fire Resistance 5, 10 or 15; depending on what part of the castle you're entering or what level you are.
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Re: Telekinesis class

Post by the_taken »

Judging__Eagle at [unixtime wrote:1194819541[/unixtime]]
I was going for the "You must be this tall to hurt Lucy." rule, and having a wimpy DR created by telekinesis's be the trick.


It's like fighting the Grick.

You can't really fight it until you have magic weapons. Or it's a boss monster before you get them.


An other example is exploring the castle of the Ifrit Capliph.

"You must be this tall to even enter."

Where height is equated with having Fire Resistance 5, 10 or 15; depending on what part of the castle you're entering or what level you are.


Right. In this case Lucy is a telekinetic, with crappy HP, but doesn't care to pay attention to you if you can't beat her DR and actually affect her HP. Actually, maybe it should be something substantial like 2*Class Level + CHA mod to take into consideration that Rogues and Barbs dish out 4xLvl in damage on average.
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Re: Telekinesis class

Post by CalibronXXX »

Maybe DR with those numbers activatable once per round as a free action so Fighters and readied actions can smack em down.
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Re: Telekinesis class

Post by SunTzuWarmaster »

Telekinetic

Alignment: any

Hit Die: d4

Base Attack Bonus: as Rogue

Saves:
Fort - Bad
Ref - Good
Will - Good

Class Skills: Bluff, Concentration, Craft, Decipher Script, Diplomacy, Intimidate, Jump, Knowledge, Listen, Profession, Sleight of Hand, Speak Language, Spellcraft, Spot, 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 - Telekinetic Bolts, TK1, Lifetime Pursuit
2 - Force Knife, Augmented Skills
3 - TK2, Dampening Field
4 - Maelstrom, Telekinetic Shield, Telekinetic Ally
5 - Naturally Gifted (TK1-immediate), Psychic Grappler (+2), True Flight
6 - TK3, Immune to Bullets
7 - Sheer Willpower, Greater Grappling
8 - Force Blade
9 - Stop the Rush (TK2 - immediate)
10 - Telekinetic Weaponist, Psychic Grappler (+3)
11 - Improved TK1
12 - Aerial Bombardment
13 - Bend Time and Space
14 - Force Knife Master
15 - God of Force (TK3 - immediate), Psychic Grappler (+4)

Telekinetic Bolts - As a standard action, a magical energy darts forth from the Telekinetic and strikes its target at up to Medium range, dealing 1d4 points of force damage. The telekinetic may fire up to his class level in number of these bolts which may target any characters within his range.

The missiles strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.

This action does not provoke attacks of opportunity.

TK1 - The Telekinetic may use the "Sustained Force" version of Telekinesis at will with a caster level equal to his class level and a weight limit equal to 50 pounds per level. This effect can be used on any willing creatures. The save for this effect is Intelligence-based. This is treated as a 1st level spell for the purposes of concentration checks.

Lifetime Pursuit - The Telekinetic may use his class levels from any class to determine class level for the TK1, TK2, and TK3 abilities. These abilities are considered Supernatural abilities to cast (with the exception that they require concentration to maintain).

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 d4/class level in damage with a x3 critical modifier. This improved to the Telekinetic Blade at level 7. You are always considered armed.

Augmented Skills - The Telekinetic gains his Int modifier as a bonus to all physical skills (Jump, Swim, Climb, Tumble, Slight of Hand), and may use Slight of Hand at up to close range. 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.

TK2 - The Telekinetic may use the "Combat Maneuver" version of Telekinesis at will with a caster level equal to his class level. The save for this affect is Intelligence-based. This is to be treated as a second level spell for the purposes of concentration checks.

Dampening Field The Telekinetic gains DR/- equal to his class level. This effect is preserved provided the Telekinetic is not denied his Dexterity bonus to AC.

Maelstrom - The Telekinetic may split his "Sustained Force" version of telekinesis up among various objects up to twice his class level.

Telekinetic Shield - The Telekinetic may use 100 pounds of "Sustained Force" Telekinesis in order to grant himself or an ally +1 to AC (this is untyped and applies to touch attacks). This is not an action, but instead relies on a use of another ability.

Telekinetic Ally - The Telekinetic may use up 100 pounds of "Sustained Force" Telekinesis in order to grant himself or an ally +2 on any attack roll. This is not an action, , but instead relies on a use of another ability.

Naturally Gifted The Telekinetic may use his "Sustained Force" version of Telekinesis as an immediate or swift action.

Psychic Grapppler The Telekinetic may use TK2 in order to target multiple opponents with each attempt. He may target up to 2 opponents at level 5, 3 opponents at level 10, and 4 opponents at level 15 with each use or sustained concentration.

True Flight - A telekinetic no longer has to concentrate on Telekinesis in order to fly himself or others around. The Telekinetic may cast Overland Flight as a standard action at will, affecting up to half his class level in characters. No more than half his class level in characters may be affect simultaneously in this manner.

TK3 - The Telekinetic may use the "Violent Thrust" version of Telekinesis at will with a caster level equal to his class level. The save for this affect is Intelligence-based. This is to be treated as a third level spell of the purposes of concentration checks.
You may use the "Violent Thrust" version of TK in order to hurl a creature within your weight limit into:

  • the air (doing d6/level in falling damage)
  • into a wall (doing d6/level in bludgeoning damage, which allows for a free attempt to pin*)
  • into another creature (d6/level in damage to both creatures, which doubles as a trip* attempt, roll once and compare to both DCs).

*The pin and trip attempts are made as if you had used TK2

Immune to Bullets: The telekinetic gains the "Rock Catching" ability of giants. A telekinetic that would normally be hit by a ranged object can make a Reflex save to catch it telekinetically as a free action. The DC is 15 for a Small item, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The Telekinetic must be ready for and aware of the attack in order to make a weapon catching attempt.

Sheer Willpower The telekinetic may oppose any spellcaster that defies him, and gains Spell Resistance of 5+character level.

Greater Grappling The Telekinetic may use two Psychic Grappler attempts to suffocate an opponent. The opponent must make a Fortitude save against the DC of the Telekinesis attempt. If the Telekinetic continues to concentrate Psychic Grappler attempts, the opponent suffers the following effects:

  • Round 1 - Opponent may not act
  • Round 2 - Opponent is knocked unconscious (0 hp)
  • Round 3 - Opponent is at -1 hp and dying
  • Round 4 - Opponent suffocates


Force Blade - The Force Knife now does d10/class level in damage with a critical modifier of x4. You are considered to have a 10' reach with this weapon.

Stop The Rush - The Telekinetic may use his "Combat Maneuver" version of Telekinesis as an immediate or swift action.

Telekinetic Weaponist - The Telekinetic may use an existing unattended or controlled weapon with the Combat Maneuver version of telekinesis (the weapon must be within Close Range of it's target, and this may be used in place of a Psychic Grappler attempt). Using a weapon in this manner results in a single attack with a to hit roll of (BAB)+(Intelligence modifier) and damage of (weapon damage)+(Intelligence modifier). The Telekinetic may use the "Power Attack" option, using his caster level instead of his base attack bonus (this penalty still apply to all Weaponist attacks made in this manner). If the telekinetic is within Close Range, he may instead opt to use a Force Knife that does a d4 per 2 levels (instead of d4/level).

Improved TK1 - your weight limit for Telekinesis 1 increases, bringing it to 75 pounds of weight per caster level.

Areal Bombardment - Instead of limiting the objects controlled from your Telekinesis to 20 feet of movement per round, they may now move up to 200 feet/round. Additionally, you may now pick up 1 unwillingly subject per class level that is within your weight limit (this still counts towards double your class level item limit).

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 once daily with a caster level equal to his class level.

Telekinetic Knife Master - You may wield a Force Knife with the "Combat Maneuver" version of telekinesis anywhere within Close Range. Knives wielded in this manner do d4 points of damage for every class level.

God of Force - The Telekinetic may use the "Violent Thrust" version of Telekinesis at will as a Swift or Immediate Action. The save for this affect is Intelligence-based. When TK3 is used in this manner, the Telekinetic may additionally use TK1 or TK2 as a free action.
---------------------------------------------------------------------------

Edit: added things discussed below

Edit: Changed quite a bit. Added good Ref save, a good mechanic for avoiding being arched to death, moved flight to WAY earlier, added SR, added Psychic Grappling and Improved Grappling (Force Grip!)
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Re: Telekinesis class

Post by the_taken »

Telekinetic Shield is not a good ability. A +1 bonus can be forgotten. I wouldn't spend an action to calculate a +1 bonus. I would rather take a defensive stance or total defence action. Now, a +4 bonus, that's something to appreciate.
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Re: Telekinesis class

Post by SunTzuWarmaster »

I wrote a whole bunch of things, but then I erased them. I think the solution is to make it an untyped AC modifier.

This way, at level 6, you will be maintaining concentration on a spell as a Move action (10 ranks + 6 from item + taking 10 > 25) and casting as a swift (or immediate) action. Although you can only move 300 pounds of material, this can be funneled into up to +6 AC. Assuming you levitate some and move some things around the room, you (or ally) get a reliable +4 to AC or +8 to attacking. These numbers are not readily forgettable, and increase to up to +16 AC and +32 to hit at level 11.

Essentially, it was created as a way to do something with "extra" TK left over at the end of the round (there isn't always a 300 pound item to move). You get quite a bit of telekinesis every round, and there are going to be a number of times where the character is like "I can move up to 700 pounds of material, but there isn't that much useful things to do with that right now"
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Re: Telekinesis class

Post by JonSetanta »

Keep in mind that a Small L1 TKer or a Medium L2 TKer can pseudo-Levitate/Fly by using actions.
While I personally don't see any problem with this in any encounter/puzzle/area for PCs, some might.
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Re: Telekinesis class

Post by Catharz »

SunTzuWarmaster at [unixtime wrote:1194869252[/unixtime]]
Telekinetic Bolts - As a standard action, a magical energy darts forth from the Telekinetic and strikes its target, dealing 1d4 points of force damage. The telekinetic may fire up to his class level in number of these bolts.

The missiles strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.

This action does not provoke attacks of opportunity.

1d4 damage at will touch attack at first level. Basically a flask of burning oil, but you need to put a range on it.

SunTzuWarmaster at [unixtime wrote:1194869252[/unixtime]]TK1 - The Telekinetic may use the "Sustained Force" version of Telekinesis at will with a caster level equal to his class level and a weight limit equal to 50 pounds per level. This effect can be used on any willing creatures. The save for this effect is Intelligence-based.

A great sword wielded at 400' range. That might come in handy.

SunTzuWarmaster at [unixtime wrote:1194869252[/unixtime]]Lifetime Pursuit - The Telekinetic may use his class levels from any class to determine class level for the TK1, TK2, and TK3 abilities.

This is not an ability. You still need to say whether they're spell-like or supernatural, but the caster levels are equal to character level by default.

SunTzuWarmaster at [unixtime wrote:1194869252[/unixtime]]
Augmented Skills - The Telekinetic gains his Int modifier as a bonus to all physical skills (Jump, Swim, Climb, Tumble, Slight of Hand), and may use Slight of Hand at up to close range. The Telekinetic may also add his Int mod to the Jump, Swim, Climb, Tumble, of Slight of Hand check of another character as a standard action.

'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.


SunTzuWarmaster at [unixtime wrote:1194869252[/unixtime]]
Dampening Field The Telekinetic gains DR/- equal to his class level. This effect is preserved provided the Telekinetic is not denied his Dexterity bonus to AC. A magic weapon of greater than (class level)/3 will overcome this DR. Thus, at level 3, a +1 weapon is needed until level 6, where a +2 weapon is needed.

It's not DR/- if a magic weapon can ignore it. It's DR/+(level/3).


SunTzuWarmaster at [unixtime wrote:1194869252[/unixtime]]Maelstrom - The Telekinetic may split his "Sustained Force" version of telekinesis up among various objects up to twice his class level.

Cool, at 4th level I can wield 8 great swords at 500' range.



SunTzuWarmaster at [unixtime wrote:1194869252[/unixtime]]Immune to Bullets The Telekinetic may use his "Sustained Force" version of Telekinesis as an immediate or swift action.

Cool, I can attack with 10 great swords at 500' range as an immediate action.



SunTzuWarmaster at [unixtime wrote:1194869252[/unixtime]]Telekinetic Weaponist - The Telekinetic may instead use an existing unattended weapon with the Combat Maneuver version of telekinesis (the weapon must be within Close Range of it's target). Using a weapon in this manner results in a single attack with a to hit roll of (Caster Level)+(Intelligence modifier) and damage of (weapon damage)+(Intelligence modifier). The Telekinetic may use the "Power Attack" option, using his caster level instead of his base attack bonus (this penalty still apply to all Weaponist attacks made in this manner).

SRD wrote:Sustained Force
...
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.

So at the very least you can already do this with a few intelligence tests.


Yeah, I'm a critic (or at least just critical).
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Re: Telekinesis class

Post by SunTzuWarmaster »

First, thanks! Glad to have some critics (or critical people as the case may be)!

http://www.d20srd.org/srd/spells/telekinesis.htm wrote:
You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.

Sustained Force
A sustained force moves an object weighing no more than 25 pounds per caster level (maximum 375 pounds at 15th level) up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance.

This version of the spell can last 1 round per caster level, but it ends if you cease concentration. The weight can be moved vertically, horizontally, or in both directions. 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.


It was not my understanding that a weapon could be wielded with this version of TK. It is described as a "gentle, sustained force" and has no mechanics for combat in it. This is opposed to the 3rd version of it, which provides mechanics for throwing sharp/heavy things at people. As far as I know, getting the ability to wield a weapon (instead of treating it as a sharp object) is required to be a class ability.

However, you can lift big rocks out of the ground and drop them on people (they move 3 dimensionally at 20 feet/round)

Question: do you think that I should explicitly state that weapons cannot be used with the 1st version of it? I agree that if they can balance becomes an issue.

Sigma999: This will be used in a Frank+K campaign, so I'm not real worried about that. All of the characters have flight ability at level 4 (Ride skill+Hippogriff and Levitate). I can't really see a DM being concerned about this, because those concentration checks are hard to make initially. At lower levels, you will have to be sacrificing standard action concentration checks for that flight. At higher levels, those will have to be move or swift action concentration checks. There is a legitimate fear of being shot with a crossbow, taking some good damage and falling due to a failed check.
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Judging__Eagle
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Re: Telekinesis class

Post by Judging__Eagle »

You could have an option to use more than one weapon to attack (one weapon past a single weapon every 2 lvls).

It takes a standard, swift or move action to perform; or it takes no action but has the corrolary that you cannot make any other type of attack actions that round (so, attack a bunch of times on one guy, or attack with a bunch of weapons). Also, have the attack bonus be less; 3/4 character level.

I just like the idea that a TK character should be able to lift up a bunch of swords and axes that they left on the ground to attack a guy who's coming at him.
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Re: Telekinesis class

Post by SunTzuWarmaster »

I showed it to a friend who is not familiar with Frank+K (but prefers wizards), and he stated that it was way too weak, which is cool, because I can add more things!

hehehe, at any rate, he suggested another good save, Evasion and multi-grappling.

So, I figure that I'll add those in in a bit. I'll roll some abilities into others as well, just to be clear.

Yea, there are craploads of things that we assume this character should be able to do, and I'm attempting to compile a list just to be clear below. Feel free to add to it ;)

Offensive:
  • Force Grip/levitate unwilling subjects. Keep opponents from breathing by closing their windpipe.
  • Pin people against the wall/ground
  • Throw people into each other
  • Throw people crazy high into the air
  • Solid pure-damage option
  • Rip the top of someone's head off (Sylar-style), some sort of crazy-good coup de grace ability
  • Steal someones weapon away from it and beat them to death with it
  • Steal all of the weapons of an army simultaneously
  • Pick an unwilling subject up and hold them defenseless in the air (The Mummy Returns style)
  • Move large amounts of matter (the last X-Men style)
  • Bombard a city at long range with large rocks
  • Trip a rushing barbarian and drop a large rock on him
  • Rob a character naked at close range (Sleight of hand away all of their things)
  • Wield a large number of weapons that stab a target repeatedly to death
  • Chuck someone off a cliff/into the volcano (mentioned twice just for awesomeness)
  • Focus on making another's weapon hit
  • Walk into the guard station, pin all the guards to the walls and keep walking
  • Throw a bag of caltrops into the air and make all of them levitate before shooting them at an enemy


Defensive:
  • Block a large number of bullets/arrows
  • Encase the party in a Wall of Force (a las Fantastic Four)
  • Hide behind a wall of tower shields (preferably midair)
  • Reflexly deflect any physical attack (Batman Beyond)
  • Be able to create some sort of semi-permeable membrane for field
  • Deflect spells?
  • Raise up 50 weapons/shards and intimidate the crap out of someone for answers


Utility:
  • Fly
  • Levitate
  • Jump crazy high
  • Do ninja backflips
  • Crouching Tiger Hidden Dragon combat
  • Long range transport things (mechanically, a Teleport is needed)
  • Break out of jail by bending bars
  • Make other people fly
  • Make force bridges (Jean Grey style)
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Re: Telekinesis class

Post by CalibronXXX »

Multi-grappling is a must. Perhaps at level 9-11 or so give them the ability to render a pinned opponent paralyzed or suffocating, as two separate abilities given on different levels, with a telekinetic grapple check. Possibly call it something along the lines of Improved TK Grapple and Greater TK Grapple. You could probably give the cutting off their air grapple option relatively early.
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Re: Telekinesis class

Post by JonSetanta »

I suggest cut the Reflex save and increase HD by one step.
Then, make sure the "crapload of things" list is versatile yet the player can't do all of that in any given encounter.. as in, they have all possibilities open.
A character should be able to learn all of them, like Wizards add to spellbooks, but a certain number must be readied in a day (or maybe even swapped between encounters with meditation?)
While it won't achieve the freedom of using powerpoints, the "spell list" won't be as limited.
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Re: Telekinesis class

Post by Catharz »

Telekinetic spells:
entropic shield, fabricate*, feather fall, fly, floating disk, forcecage, gate*, globe of invulnerability [lesser]*, gust of wind*, implosion, levitate, mage armor, mage hand, move earth*, overland flight, reverse gravity*, shatter*, shield*, slow*, sound burst*, telekinesis, telekinetic sphere, wall of force*, wind wall, zone of silence.

* -> questionable.
bold -> key.

There are more 'sphere-y' spells like repulsion and repel metal of stone, which might also qualify.

Mage armor is your "reflexly deflect any physical attack".
Shield can be manifested as an object you levitate into place. Alternatively, allow 'improvised shields' and a dancing shield ability.
Mage hand can be used to make appropriate skill checks.
Telekinesis covers almost everything else, although you should add in 'make an attack' as a TK combat maneuver and allow the TKer to perform 1 + level/5 combat maneuvers as a full attack action.
Gate and implosion could keep this class going at high levels.

Personally, I don't like the 'force knife' and 'force darts' abilities. IMO telekinesis should be much more brutal. You either throw things or smash them.

My current feeling is to give them mage armor and improved mage hand at will at first level, as well as improved lesser telekinesis at will. Lesser TK only works within close range. Improved allows an attack as a combat maneuver. I think that's actually reasonable for first level, more in line with a fighter or barbarian than a wizard.

At some point increase the TK range to medium, and then long. I'd also think about handing out some grapple-related combat feats, and say that their BAB for TK attacks is equal to their (class?) level, to allow for edge.

Some meteor swarm-esqe area attack would also be cool, as would be a caster-centered mobile blade barrier.
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Re: Telekinesis class

Post by SunTzuWarmaster »

God, this is turning into a disaster to design, lol.

Originally, I couldn't figure out a way to give a 5th level spell at 1st level and have it balanced. Thus the split for TK1, TK2, and TK3. Then they needed an ability to stay alive at lower levels, because moving around 50 pounds of weight is cool, but it doesn't kill monsters.

Looking back on it, the 1d6 per caster level in damage (max) from violent thrust isn't even that bad.

The force bolts suck, but they were there to keep the caster alive. The friend of mine that reviewed it said that I should be stating explicitly what the spell can do and what it cannot, and the more I get into this the more I think that anyone who plays this is going to be like "whoa, whoa, whoa, I concentrated last round on a movement version, so this round I pour that into defensive ability and... um, ...". It is getting difficult to play effectively.

I like the force knife, however. I feel that it gives the "crazy-awesome coup de grace" ability that rips someone's head off.

The more I look at it, the more there needs to be a "wall of force" style ability as well.

Mentally planning on something like this now:
1 - TK at will, TK knife
2 - force choke (sac one grapple attempt)
3 - <something>
4 - <something>
5 - TK grapple 2 people with one grapple attempt
6 - Medium Range TK
7 - <something>
8 - <something>
9 - <something>
10 - TK Grapple 3 people with one attempt
11 - Long Range TK
12 - <something>
13 - <something>
14 - <something>
15 - TK Grapple 4 people with one attempt

The <somethings> should each grant something related to the list, primarily defensive abilities (like blocking arrows with a reflex save, and encasing the party in a Wall of Force, and flight).
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Re: Telekinesis class

Post by JonSetanta »

So, make the TK thrust like Warlock invocation Eldritch Blast, then?
It could be an entirely seperate class ability progressing with levels of the TKer, and plopped down on the class list for easy visibility.
Something like +1d6 every odd level Force damage ranged touch within Close range as a standard action could fit as "kill monsters" inside the definition of traditional 3.5E class/encounter balance.
For FnK games, maybe 1d6 a level. As the class gains power add in ways to make shapes, split the damage among targets, etc, much like invocations.

I've been entertaining the idea of a series of scaling spells that deal slashing, bludgeoning, and piercing damage with Force, at distance, to mimic the anime-ish effects in some movies. Akira, for instance.
Just some ideas for you.
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Re: Telekinesis class

Post by CalibronXXX »

1d6 damage per level would usually be your weakest available option in an optimized game, 1d6 every two levels is laughably weak even in the average D&D game.
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Re: Telekinesis class

Post by SunTzuWarmaster »

Yea, I've got ideas, I tell ya what.

I'm thinking something along the lines of 6 "paths", with each path being roughly equivalent to the below. I simply have no idea how to balance them.


Telekinetic combatant
1 - you gain the ability to suffocate opponents as a combat maneuver
2 - each "combat maneuver" version of TK, you may use 2 maneuvers (these need not be the same maneuver or the same opponent)
3 - 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.
4 - 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
2 - You may use your Force Field to give total concealment to one character per two class levels
3 - You may cast Wall of Force at will, you may not have more than one wall of force active at any time.
4 - You gain SR that applies to all allies. Any time a spell has a target within Close Range of you (including yourself), you may opt to have a Spell Resistance of (class level)+5 apply.

Telekinetic Utilist
1 - You gain fly(perfect) of up to your normal base land speed
2 - 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.
3 - 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)
4 - You may use the "Sustained Force" version of Telekinesis as a swift or immediate action

Telekinetic Murderer
1 - You gain Murderous intent as a bonus feat, your telekinetic knife does 1d4/level in force damage with a critical of x4 instead of 1d4 x2.
2 - You may use your Telekinetic Knife anywhere within Medium range
3 - 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.
4 -

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.
2 - As a swift action, you may grant an ally up to half your class level in Armor Class.
3 -
4 -

Telekinetic Weilder
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.
2 - All objects are considered "dense" for the purpose of smashing people's face in.
3 - 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 weapon may attack up to three times if not enough weapons are present)
4 - You may use the "Violent Thrust" version of Telekinesis as a swift or immediate action.
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