Telekinetic Adept (3.5e Class)

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Telekinetic Adept
Rating: Not rated
(Rate this class)
Status: Early days yet
Editing: Constructive edits welcome

Contents

[edit] Telekinetic Adept

These potent psionics hone their telekinetic abilities for use in combat and craft.

[edit] Making a Telekinetic Adept

<-Strong points and weak points, and effectiveness with party members.->.

Abilities: Intelligence and Wisdom govern the effectiveness of the Adept's telekinetic abilities; Constitution helps the Telekinetic Adept last longer in a brawl and aids his Concentration skill.

Races: Any race that can manifest telekinetic powers .

Alignment: Any.

Starting Gold: 4d4×10 gp (100 gp).

Starting Age: Moderate.

Table: The Telekinetic Adept

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Power
Points/Day
Powers
Known
Maximum Power
Level Known
Fort Ref Will
1st +1 +0 +0 +2 Telekinesis I 12 2 1st
2nd +2 +0 +0 +3 Bonus Feat 14 4 1st
3rd +3 +1 +1 +3 Walk the Aeons 17 6 1st
4th +4 +1 +1 +4 Item Creation Feat 20 8 2nd
5th +5 +1 +1 +4 24 10 2nd
6th +6/+1 +2 +2 +5 Telekinesis II 28 12 3rd
7th +7/+1 +2 +2 +5 Bonus Feat 34 14 3rd
8th +8/+4 +2 +2 +6 Item Creation Feat 40 16 4th
9th +9/+4 +3 +3 +6 Leadership 48 18 4th
10th +10/+5 +3 +3 +7 56 20 5th
11th +11/+6/+1 +3 +3 +7 Telekinesis III 68 22 5th
12th +12/+7/+2 +4 +4 +8 Bonus Feat 80 24 6th
13th +13/+8/+3 +4 +4 +8 Item Creation Feat 96 26 6th
14th +14/+9/+4 +4 +4 +9 Attract Companion 112 28 7th
15th +15/+10/+5 +5 +5 +9 136 30 7th
16th +16/+11/+6/+1 +5 +5 +10 Telekinesis IV 160 32 8th
17th +17/+12/+7/+2 +5 +5 +10 Bonus Feat 192 34 8th
18th +18/+13/+8/+3 +6 +6 +11 224 36 9th
19th +19/+14/+9/+4 +6 +6 +11 Item Creation Feat 272 38 9th
20th +20/+15/+10/+5 +6 +6 +12 320 40 9th

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration (Con).


[edit] Class Features

<-fluff about class features->. All of the following are class features of the <-class name->.

Weapon and Armor Proficiency: Proficient with all simple, martial, and improvised weapons.


Power Points/Day: A Telekinetic Adept’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: <-class name->. In addition, he receives bonus power points per day if he has a high <-relevant ability-> score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.

Powers Known: <-Delete this section if this class does not manifest powers. description of manifesting abilities: on what stat save DCs are based, on what stat bonus powers points are based, and what stat determines the highest level power that can be manifested.->. <-pluralized class name-> choose their powers from the following list:

0—<-powers, powers, powers->

1st—<-powers, powers, powers->

2nd—<-powers, powers, powers->

3rd—<-powers, powers, powers->

4th—<-powers, powers, powers->

5th—<-powers, powers, powers->

6th—<-powers, powers, powers->

7th—<-powers, powers, powers->

8th—<-powers, powers, powers->

9th—<-powers, powers, powers->

Maximum Power Level Known: This column determines the highest level power he can learn at this level.

To learn or manifest a power, a <-class name-> must have an <-relevant ability-> score of at least 10 + the power’s level.

<-extraordinary class feature-> (Ex): <-class feature game rule information->

<-psi-like class feature-> (Ps): <-class feature game rule information->

<-spell-like class feature-> (Sp): <-class feature game rule information->

<-supernatural class feature-> (Su): <-class feature game rule information->

<-class feature->: <-class feature game rule information->

<-subclass feature -> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

<-Lather, rinse...->

<-... repeat as necessary.->

[edit] Epic <-class name->

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

[edit] <-Sample race of your choice-> <-class name-> Starting Package

Weapons: <-Weapon selection for starting at 1st level with this class.->.

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

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

[edit] Campaign Information

[edit] Playing a <-class name->

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

[edit] <-pluralized class name-> in the World

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

[edit] <-class name-> Lore

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

[edit] <-pluralized class name-> in the Game

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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