Telekinetic (4e Future Origin)

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Power Switch by Musashden at DeviantArt

A telekinetic, or "teek", can turn psi energy into motive force; foes can be blasted away, objects hurled around, or the teek can lift herself off the ground.

Appearance: A teek's hair and clothing constantly make tiny movements. When she isn't concentrating, or asleep, small objects in her presence sometimes rattle or slide across a surface.

Telekinetic Traits
Ability: Intelligence
Power Source: Psi; +2 to Psi overcharge.
Skill Bonus (Level 1): Gain a +4 bonus to Acrobatics checks.
Telekinetic Deflection (Level 1): While you're conscious, you gain a +2 bonus to AC and Reflex.
Telekinetic Reach (Level 1): You can manipulate unattended objects up to 5 squares away from you as if you were using them yourself. For example, you can open a door as a minor action or swing a melee weapon as a standard action. You take a -2 penalty to attack rolls of attacks you make using this trait.
Telekinetic Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and you slide one creature within 5 squares of you 2 squares.

Telekinetic Wave Telekinetic Novice
You overwhelm you fores with a surge of telekinetic energy.
At-Will Star.gif Compressive, Psi
Standard Action Close blast 5
Target: Each creature in blast
Attack: Intelligence + your level vs. Fortitude
Hit: 1d6 + Intelligence modifier + your level compressive damage, and you push the target 3 squares.

Autoteek Telekinetic Utility
With a downward blast of telekentic force, you effortlessly cartwheel through the air.
Encounter Star.gif Psi
Move Action Personal
Effect: You fly a number of squares equal to your speed.
Special:If you are prone, you stand up as part of this action before you move.

Telekinetic Rend Telekinetic Expert
With your mind, you pin down an enemy, crushing and shearing its body.
Encounter Star.gif Psi, Physical
Standard Action Ranged 10
Target: One creature
Attack: Intelligence + your level vs. Fortitude
Hit: 1d10 + Intelligence modifier + twice your level physical damage, and the target is restrained and takes ongoing 5 physical damage (save ends both).
Miss: Half damage, and the target is slowed (save ends).

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