Tela-Kinetist (3.5e Class)

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Making a Telekinetist[edit]

A Telekinetist focuses on using his powers to physically manipulate objects around him by channeling force through his body. They start off with modest strength, but as they increase in skill and experience they can become fantastically strong, enabling them to lift massive structures into the air, and wipe out entire armies with ease. They are capable of engaging foes at short range with a variety of attacks, and long range targets must be targeted with thrown weapons. Their greatest weakness is being grappled, which prevents them from using their hands.

Abilities: intelligence is the key ability for this class as it grants him various bonuses to different ability's, increasing both offensive and defensive ability's. Also Dexterity is important for a Tela-Kineticist because wearing armor will give them the same arcane spell failure chance as if they were using spells, dexterity will be a good way to increase armor class while not subjected to spellfailure.

Races: Any race can become a Tela-Kineticist, although it is usually practiced by the more intelligent races

Alignment: A Tela-Kineticist may be of any alignment but gtiven the level of concentration and dedication required they tend to be lawful.

Starting Gold: 2d4 x 10 gold pieces.

Tela-Kinetist[edit]

Making a Tela-Kinetist[edit]

Alignment: Any.

Starting Age: Moderate.

Table: The Tela-Kinetist

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +2 Kinetic power, Size Medium, 30ft range, Over-Channel
2nd +1 +0 +0 +3 Impacting Strike
3rd +1 +1 +1 +3 Inner Armor
4th +2 +1 +1 +4 40ft range
5th +2 +1 +1 +4
6th +3 +2 +2 +5 Large size, Multihand
7th +3 +2 +2 +5 Multigrab
8th +4 +2 +2 +6 50ft range
9th +4 +3 +3 +6 Wave Surge
10th +5 +3 +3 +7 All Feeling Hand
11th +5 +3 +3 +7 Huge size, Greater Multihand, Inner Self Grab
12th +6 +4 +4 +8 60ft range, Break Move
13th +6 +4 +4 +8 Shock Wave
14th +7 +4 +4 +9 Projectile Acceleration
15th +7 +5 +5 +9 Inner All Feeling Hand
16th +8 +5 +5 +10 Gargantuan size, 70ft range
17th +8 +5 +5 +10 Gravitic Negation
18th +9 +6 +6 +11 Gravitic Movement
19th +9 +6 +6 +11
20th +10 +6 +6 +12 Colossal Size, 80ft range, Gravitic Singularity

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int), Search (Int), Sleight of Hand (Dex), Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the Tela-Kinetist.

Weapon and Armor Proficiency: Tela-Kinetists are proficient with all simple weapons and one martial weapon of their choice, but not with any type of armor or shield. Armor of any type interferes with a Tela-Kinetists movements, which can cause her spell-like ability's to fail.

Kinetic Power A Tela-Kinetist gains access to an ability called his kinetic power. This is his STR for the purposes of all his kinetic abilities. This value is calculated as (INT + 1/2 level rounded down)

Kinetic Techniques A Tela-Kinetist gains the ability to channel raw force through his hands to manipulate objects in a variety of ways. unless directly contradicted, all ability's require a Tela-Kinetists hand to be free. He is at at first only able to use one hand each round, but at later levels he gains access to the ability to use his other hand, allowing him to use two abilities each round rather then one. Non offensive ability's allow the Tela-Kinetist to attack with his other hand, such as protecting yourself with Shield, while throwing a javelin. A Tela-Kinetist can only use his powers within a radius of (30ft + 10ft for every two levels you have gained in this class) centered on himself. Any telekinetic abilities that use your hand provokes an attack of opportunity.

Size A Tela-Kinetist is treated as a medium size creature for all of their kinetic abilities, but as they increase in level they gain the ability to be treated as a larger creature for the purposes of carrying capacity, weapon size (including unarmed strikes), and opposed checks, but without a penalty to attack rolls.

LV. 1-4 Medium

LV. 5-10 Large

LV. 11-15 Huge

LV. 16-19 Gargantuan

LV. 20 Colossal

Armor Provides a (1/4 level rounded down + INT modifier) deflection bonus to AC by redirecting enemy attacks away from you.

Shield Creates a protective shield of force around you that provides DR (5 + an additional 5 for each time your level reaches a multiple of 5) VS all ranged weapons.

Push By succeeding on a melee touch attack using your kinetic strength you can either perform a bulrush attempt or trip attempt against an opponent within your telekinetic range.

Grab A Tela-Kinetists most versatile ability; the grab ability allows you to grab any object within your range and then either move or crush that object. Any inanimate object that is grabbed can be ripped apart, allowing you to make a strength check VS its break DC. If an enemy is grabbed then they must make an opposed grapple check to break free. If you win the opposed grapple check each round, you can choose to inflict your unarmed damage automatically. Any successfully grappled opponent, willing subject (including yourself), or inanimate object can lifted into the air using grab as long as it falls within your Heavy load. Depending on how encumbered you are by an object, you can move it a different distance each round. If you've already grabbed a weapon you can move and strike with it in the same action. Attempting to move yourself at more then 30ft/round ruins your concentration and cannot be done.

1/5 Light Load. Any distance within kinetic range/round

Light Load. 30ft/round

Medium Load. 15ft/round

Heavy Load. 5ft/round

5x Heavy Load. 5ft/round, but has to be dragged along the ground

Strike A Tela-Kinetist can attack opponents either with carried objects that have been grabbed or strikes of pure force. Attacks made using a telekinetic strike have an attack bonus of (your BAB + your Kinetic strength modifier + any other bonuses) and inflict (weapon or unarmed damage + your Kinetic strength modifier + any other bonuses) damage with each strike. Using a telekinetic strike to make an unarmed attack deals force damage instead of bludgeoning, and it is only possible to attack with weapons that you could wield in one hand based on your size while using kinetic powers (for example, a level 4 Tela-Kinetist can only use weapons made for size medium creatures, while a level 11 Tela-Kinetist can use weapons made for size huge creatures).

Throw A Tela-Kinetist can hurl objects at foes, even if they're outside of his kinetic range. Attacks made using a telekinetic Throw weapons have an attack bonus of (your BAB + your Dexterity modifier + any other bonuses) and inflict (weapon damage + your Kinetic strength modifier + any other bonuses) damage. For damage purposes all Piercing weapons and swords are treated as bolts fired from light crossbow, dealing 1d8 damage at size medium. Objects not designed to be thrown or fired have a range increment of 40ft, all other objects have a range increment of 80ft, not counting the distance of your kinetic range (for example, a kinetic range of 30ft allows you strike opponents up to 110ft away with a bolt without penalty). Objects that were not designed to be thrown or fired and are not swords, take a -4 to hit.

Over-Channel A Tela-Kinetist normally has set limits on their powers, but they are capable of pushing themselves beyond these limits at the cost of straining their own bodies. A Tela-Kinetist can sustain a certain amount of physical stress without it destroying their body, but attempting to go over your limit too much can cause major damage. A Tela-Kinetist gains (CON modifier x level + 3) fatigue points that can be used to over-channel abilities. After having exhausted all fatigue points, any additional damage is subtracted directly from your hit points. As a Tela-Kinetist increases in level they can over-channel themselves farther, increasing their abilities far beyond their normal limits. These abilities can be used together as long as the cost of both of them is payed.

Enhanced Lift This ability multiples all three of your carrying capacity loads by the value given. Each use lasts for 1 minute.

LV.1, x1.5, 1d4 Fatigue Points

LV.1, x2, 1d6 Fatigue Points

LV.6, x3, 1d10 Fatigue Points

LV.11, x4, 2d10 Fatigue Points

LV.16, x5, 3d10 Fatigue Points

Extended Reach This can be used to increase your kinetic range by the stated amount. The cost must be payed each round. This ability does not increase the radius of Shock wave, Gravitic negation, or gravitc singularity.

LV.1, +10 ft, 1d4 Fatigue Points

LV.1, +20 ft, 1d6 Fatigue Points

LV.6, +30 ft, 1d10 Fatigue Points

LV.11, +40 ft, 2d10 Fatigue Points

LV.16, +50 ft, 3d10 Fatigue Points

Enhanced Move Allows a Tela-Kinetist to improve the rate at which he can move things using grab. This ability increases your movement speed with grab by the value indicated, but only if that object falls within your light load. Medium loads gain 1/2 the listed speed, while heavy loads gain only 1/6. The rate of acceleration and deceleration for break move is also increased by this amount. The cost must be payed each round.

LV.1, +5 ft, 1d4 Fatigue Points

LV.1, +10 ft, 1d6 Fatigue Points

LV.6, +20 ft, 1d10 Fatigue Points

LV.11, +30 ft, 2d10 Fatigue Points

LV.16, +40 ft, 3d10 Fatigue Points

Impacting strike At 2nd level a Tela-Kinetist learns to combine the striking quality of their blows with the force of a sudden push. Whenever you successfully hit an opponent with a Strike of pure force, you can choose to either automatically perform a trip attempt, or a bull rush attempt.

Multihand A 6th level Tela-Kinetist gains the ability to use both of their hands at the same time, allowing them to use two abilities in the same round rather then one. This second hand has a kinetic strength of 10 less then your primary hand. It is possible to use the same ability twice, even grappling an opponent with both of your hands at once. This second Hand has a level 5 points lower then your other hand for the purposes of all kinetic abilities.

Multigrab A 7th level Tela-Kinetist gains the ability split up their carrying capacity, allowing them to lift multiple objects. Due to the difficult nature of Multigrab, it is only possible to lift inanimate objects and willing subjects. A Tela-Kinetist can lift up to (1/2 level rounded down + INT modifier) objects with each use of Multigrab.

Wave Surge A 9th level Tela-Kinetist gains the ability to channel a sudden surge of power through his hand. Unlike other techniques, wave surge requires direct physical contact with your target. This Surge creates a powerful wave capable of ripping apart both objects and people. By performing a melee touch attack using your own strength, you can inflict up to 1d6 sonic damage per level. Each use of this ability costs 1 fatigue point per 3d6 points of damage dealt, rounded up.

All Feeling Hand A 10th level Tela-Kinetist can simultaneously use his grab ability on all objects within his range that he has line of effect to. He can't exert any force on objects while he does so, but it allows him know the position of everything around him, allowing him to detect invisible and hidden foes, and see in complete darkness. This effectively gives you blind sight out to your kinetic range.

Greater Multihand An 11th level Tela-Kinetist has mastered the use of using two hands at once, allowing you to use both hands at full strength.

Break Move a 12th level Tela-Kinetist can move himself at amazing speed. By using both hands to grab yourself, you and up to 15 lb per level carried on you person can be hurtled forward at a speed of 300ft/round. Your speed is slowly increased at a rate of 30ft/round until you hit this maximum, and you can slow yourself down at the same rate. While using this ability you can only turn by 5 degrees each round.

Inner Power As a Tela-Kinetist increases in skill, they gain the ability to use certain powers without using either of their hands, allowing them to activate or maintain these powers as a free action each round without provoking an attack of opportunity.

LV. 3, Armor

LV. 11, Grab, (but only when used on yourself and up to 15 lb per level carried)

LV. 15, All Feeling Hand

Shock Wave A 13th level Tela-Kinetist can unleash a powerful shock wave that sends foes flying and deals significant damage to anything it strikes, destroying whatever area the Tela-Kinetist is in. This ability requires both hands to activate, and strikes Everything within half your kinetic range automatically. Everyone hit by the blast is affected as though hit by a Strike of pure force that bull rushes them. This damage can be halved with a successful reflex save of (10 + INT modifier + 1/4 level). Each use of this ability costs 1d10 fatigue points.

Projectile Acceleration A 14th level Tela-Kinetist can accelerate small projectiles in such a way that they have the same amount of total energy as larger ones. For every 20ft a projectile travels in a straight line it is treated as one size category larger then it actually is for the purposes of damage. The minimum size of projectile that can used in this way is medium, and can have a maximum effective size equal to the maximum size of weapons you are capable of using. This ability can used with a melee or ranged attacks, but regardless of which the projectile is lost from your control until you can grab it again.

Gravitic Manipulation As a Tela-Kinetist reaches the zenith of their powers they learn to control the forces of gravity itself, allowing them to gain a number of powerful abilities.

Gravitic Negation A 17th level Tela-Kinetist can use one of their hands to negate gravity within their kinetic range. This ability ignores line of effect, negating gravity for all objects within range. Each minute this ability is active costs 1d10 fatigue points.

All objects act as though they're in a zero gravity environment, which besides the obvious effects has a number of properties. Walking is impossible within this zone as the force of gravity doesn't keep you rooted to the ground. Anyone capable of gripping the ground while they move is unaffected and can move as normal. Flying creatures gain a maneuverability of perfect as they no longer need to move to produce lift.

Attempting to use grab on an object within the Zero-G zone allows you to lift weight greatly in excess of what you could normally, albeit at a greatly reduced speed.

10x Heavy Load. 2ft/round

20x Heavy Load. 1ft/round

Gravitic Movement An 18th level Tela-Kinetist can alter the direction of gravity for himself. By using both both hands, you can change the direction of gravity for you and up to 15 lb per level. After activating this ability you first travel 750ft/round, and then on all subsequent rounds you travel at 1500ft per round. If you reverse the direction of gravity to slow yourself down, your speed drops to 750ft/round, then back to 0 on the round after that. You can alter your direction by 5 degrees each round while moving. Impacting the ground or any solid object at either of these speeds causes you to take 20d6 falling damage.

Gravitic Singularity A 20th level Tela-Kinetist can use both of their hands to create an extraordinarily powerful gravitational field at a distance of up to twice their kinetic range. The field has a radius of 120ft. Objects are pulled towards the center of the field with great speed, causing any object unable to resist the fields strength to be sucked in instantly. Any creature can can make a (DC 15 + INT modifier) strength check each round to hold onto something that is not being pulled in; if an objects break DC exceeds this DC the object is unaffected. The field ignores line of effect, pulling in all objects within range regardless of weight. If used close to the ground, this usually will cause a massive sphere of earth and debree to gather around the singularity, compressing it into a solid mass. Anyone crushed against the singularity or the sphere surrounding it takes 20d6 falling damage per round. Due to the emmense amount of effort required to create this effect, you lose 2d10 fatigue points the first round, and 2d10 + 1d4 x n fatigue points each consecutive round, where n is equal to the number of previous rounds.

Human Tela-Kinetist Starting Package[edit]

Attributes Str 10, Dex 14, Con 14, Int 16, Wis 10, Cha 10

HP: 8, fatigue points: 5, Kinetic Strength: 16

Weapons: Long Sword, +4 (1d8+3, crit 19-20/×2, 3 lb., one-handed,slashing).
crossbow bolt x 20, +2 (1d8+3, crit 19–20/×2, range inc. 40 ft + 30ft., 2 lb., piercing).

Skill Selection: Pick a number of skills equal to 4 + Int modifier x 4.

Feats: Improved initiative, Weapon Focus: long sword

Gear: Backpack with waterskin, one day’s trail rations, bedroll, sack, and flint and steel. Three torches. Case with 20 crossbow bolts, long sword.

Gold:2d4 x 10

Campaign Information[edit]

Playing a Tela-Kinetist[edit]

Religion: a Tela-Kinetist can be of any religion, although they usually prefer gods that favor direct force rather the subtlety as they themselves lack any such abilities.

Other Classes: Tela-Kinetists can work quite well with other classes. Their ability to control the battlefield allows other classes to use their abilities from a more effective position, increasing their effectiveness.

Combat: The Tela-Kinetist prefers to engage opponents while they are within his range with his telekinetic weapons. he also has a variety of ability's that he can pick between depending the situation, allowing for a great degree of adaptability. opponents can be crushed, impaled with spears, blasted off cliffs, etc.

Advancement: A Tela-Kinetist will usually prefer to continue to advance along his unique career path rather then dabble with other ability's.

Tela-Kinetists in the World[edit]

"...And so Galafran held out both his hands towards the bell tower that was hurtling towards the townspeople, and with the titanic power of his mind held it into the air long enough for all of the townspeople to move to safety"
—Excerpt from the history of Port-city, 4th edition

Tela-Kinetists are a secretive group, preferring to keep their powers from falling onto the hands of those that would use such powers unwisely.

Daily Life: Even though their powers require no time to prepare each day, a Tela-Kinetist will usually spend of their free time honing their abilitys, allowing them access to greater amounts of force as their skill increases.

Notables: Galafran the great was the most powerful Tela-Kinetist to ever live. He crushed entire army's with his powers, and constructed a massive citadel atop the great mountain of Falasha.

Organizations: There are several different organizations that train Tela-Kinetists, including several governmental bodies.

NPC Reactions: Most people regard a Tela-Kinetists power with awe. They are usually quite reliable, although unless you looking right at them one can never tell if something was their fault.

Tela-Kinetist Lore[edit]

Characters with ranks in Knowledge(History) or Knowledge(Local) can research Tela-Kinetists to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge(History) or Knowledge(Local)
DC Result
5 Tela-Kinetists use their minds to channel force.
10 Tela-Kinetists can use this force to manipulate physical objects in various ways, in both attack and defense.
20 Tela-Kinetist can fly, deflect attacks, attack up close with strikes of force or weapons, and hurl weapons at far off foes.
25 Tela-Kinetists channel their power through their hands, disabling their hands disables them.

Tela-Kinetists in the Game[edit]

Adaptation: Tela-Kinetists can be placed into any adventure.

Sample Encounter:

CR 15. Four 11th level Tela-Kinetists have been hired out to destroy whomever their well paying client wants. They attempt to keep their distance from any foes, using their abilities to knock opponents away from them and grapple them.

Attributes Str 10, Dex 16, Con 18, Int 22, Wis 10, Cha 10

HP: 77, AC 24, fatigue points: 47, Kinetic Strength: 27

Grapple: +25

Weapons: Huge Bastard Swords, +17/+17 (3d8+11, crit 19-20/×2, 24 lb each., one-handed,slashing).
Huge crossbow bolts, +11 (3d6+11, crit 19–20/×2, range inc. 40 ft + 50ft., 16 lb., piercing).

Skill Selection: concentration:+18, appraise:+20, spellcraft:+20, use magic device:+16, knowledge-arcane:+20, knowledge-divine:+20, decipher script:+20, sleight of hand:+17

Feats: Improved initiative, Weapon Focus: bastard sword, exotic weapon proficiency: bastard sword, improved unarmed strike, improved grapple

Gear: +2 DEX boots, +4 INT headband, +4 CON belt, masterwork use magic device tool, +3 huge Bastard Swords(2), +3 huge crossbow bolts(10), wand of: cure light wounds, Scrolls of: cure serious wounds(2), invisibility(2), see invisibility(2)

Special Tela-Kinetist abilities


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