Telekinetics are in tune with the ebb and flow of the energy patterns of the world. They can manipulate force on a subconscious, primal level. When properly focused, they can exert their wills upon the universe, causing it to do more than just move trinkets around. A telekinetic is not exceptionally rare. A telekinetic that survives to adulthood is extraordinarily rare. Most of them are subsumed by their own power before they ever learn to control it. Those rare few who are able to master their power often become quite adept with it, even to the point of achieving the ability to fly and heal. Knowledge(metaphysical) covers the knowledge of Telekinetics and their abilities.

Abilities: Wisdom is important for resisting Exertion Fatigue and for many Exertion abilities and is the basis for Telekinesis saving throws. Wisdom and Intelligence can be important for actions with Telekinesis. Telekinetics use the 3/4 table for base attack bonus, the high table for Ref and Will saves, and the low table for Fort saves.

Alignment: Any

Hit Die: d6

Skill Points: 4 + Int modifier

Starting Gold: 3d4 x 10gp

Weapon & Armor Proficiency: Telekinetics are proficient with all simple weapons, light armor, medium armor, and shields, but not tower shields.

1+0+0+2+2Telekinesis, Exertion, Exertion Ability
2+1+0+3+3Repulsion Field
3+2+1+3+3Exertion Ability
5+3+1+4+4Exertion Ability
7+5+2+5+5Advanced Telekinesis
8+6/+1+2+6+6Exertion Ability
10+7/+2+3+7+7Advanced Telekinesis
13+9/+4+4+8+8Advanced Telekinesis
17+12/+7/+2+5+10+10Advanced Telekinesis
20+15/+10/+5+6+12+12Advanced Telekinesis

Telekinesis: A Telekinetic can manipulate an object without touching it. Any single unattended object weighing 10 pounds or less that he can see can be manipulated so long as it remains within Close range. Using Telekinesis generally adheres to the rules for doing things yourself. Attacking with a weapon using this power is a standard action for a single attack or a full round action for a full attack, using a skill takes as long as using that skill normally takes, moving an object in any direction up to the Telekinetic’s base speed is a move-equivalent action, and so forth. If the object has moving parts, those parts can be manipulated in place of moving the whole. A smaller part of a larger object can also be manipulated, such as a doorknob on a door, or a lever on a device. Any action that would normally require a skill check or attack roll still requires one, but a Telekinetic uses his mental ability scores in place of his physical scores (Int for Str, Wis for Dex) when using Telekinesis to perform the action. Any object that leaves line of sight or range immediately drops straight down (or whichever way gravity functions), regardless of how fast it was going.

Using a weapon you are not proficient with incurs the normal penalties for non-proficiency, and improvised weapons incur normal penalties for use. This is an extraordinary ability that is essentially always active. Telekinesis requires only conscious thought and can be used without penalty while pinned, grappled, held, paralyzed, holding one’s breath, etc., but these situations do require a concentration check to utilize or maintain any Exertion Ability. Incorporeal creatures are not affected by Telekinesis unless they are manifested in some fashion.

Telekinesis is not magical. Spell resistance is ineffective against it, and it cannot be Dispelled or Counterspelled. A Spellthief cannot steal Telekinesis.

Note that if you use a weapon sized for a creature of any size other than your own, you suffer the standard penalties for using inappropriately sized weapons. While you can flank with yourself using a telekinetically controlled weapon, you can only threaten from one square at a time for purposes of Attacks of Opportunity. You may designate which weapon you threaten with on your turn. It is not an action to do so, but it can be declared only once per round.

Exertion: A Telekinetic can exert himself, either increasing the weight limit or applying an Exertion Ability to change the capability of Telekinesis. When the weight limit is increased, it raises by 15 pounds per Telekinetic level (+15 at 1st, +30 at 2nd, +45 at 3rd, etc.). The ability score substitution (Int for Str, Wis for Dex) applies to all Exertion Abilities. Unless otherwise noted, Exertion is a standard action that provokes attacks of opportunity and maintaining Exertion after the first round is a swift action that does not provoke attacks of opportunity. Ending an Exertion use is an immediate action.

The Telekinetic may use Exertion as often as he wishes, but must resist Exertion Fatigue every time he does so. Whenever a use of Telekinesis that has been modified by Exertion ends, he must make a Will save with a DC equal to 5 + the number of rounds Exertion was active + the number of times he has used Exertion, prior to this use, since the last time he was fully rested (8 hours of rest, or 4 for elves). For example, a Telekinetic using Exertion for the first time on a given day uses it for four rounds. At the end of this time, he must make a Will save DC 9 (5 + 1/round). The next time he uses Exertion, he maintains it for 2 rounds, making his save DC 8 (5 + 1/round + 1 use prior). Then he uses Exertion again for 3 rounds, with a save DC of 10 (5 + 1/round + 2 uses prior). If this save is successful, nothing happens and he may act normally.

If this save is failed, he instantly becomes fatigued. While fatigued, using Telekinesis is a full round action whether Exertion is applied or not, no Advanced Telekinesis Abilities can be used, and any subsequent Will saves for resisting Exertion Fatigue are made at a –5 penalty. Any Concentration checks that need to be made while maintaining Telekinesis are made with a –4 penalty. If he is already fatigued when he fails the save, he becomes exhausted. An exhausted Telekinetic cannot use Telekinesis at all.

Beyond becoming fatigued or exhausted, there are penalties for failing a Exertion Fatigue check by 10 or more. Effects do not stack, just use the entry for the amount the check is failed by. Effects are, however, cumulative. If the Telekinetic fails by more than 10 and becomes fatigued, then fails by 10 or more again, he adds the additional hours together for that day and takes both listings of damage. For example, Marcus fails a Exertion Fatigue check by 13. He becomes fatigued, takes 1d3 points of Con damage, and now requires an additional 4 hours of rest for this night. He then uses Exertion again and ends up failing that Exertion Fatigue check by 22. He becomes exhausted, takes 1d4 points of nonlethal damage per level, takes an additional 1d6 points of Con damage, and adds 8 more additional hours of rest required. His total is 1d3 + 1d6 points of Con damage, 1d4 points per level nonlethal damage, 12 additional hours of rest that he will need to get this night, and he is exhausted.

The additional hours noted is how many hours the Telekinetic must rest beyond the normal 8 to eliminate fatigue or exhaustion. The Telekinetic does not heal naturally or recover from fatigue or exhaustion during the additional hours of rest, which occur before the normal rest time. Elves and members of other races that rest less than 8 hours are still required to rest the full additional amounts. This temporary Con damage cannot kill the Telekinetic, but lethal damage is applied to the reduced hit points and can kill him. Temporary Con damage returns at a rate of 1 point per hour as soon as the full additional rest time is completed, provided he does nothing more stressful than light activity.
Amount failed byEffect
10-194 additional hours, 1d3 points of temporary Con damage
20-298 additional hours, 1d6 points of temporary Con damage, 1d4 points of nonlethal damage taken per Psion level
30+16 additional hours, 2d4 points of temporary Con damage, 1d4 nonlethal and lethal damage taken per Psion level
Spells, magic items, and abilities that increase Will saves or Wis scores are only effective for Exertion Fatigue checks if they are active the entire time Telekinesis is active. Endurance does not affect this save.
A Telekinetic knows one Exertion ability at 1st level and learns a new one at 3rd, 5th, and 8th levels.

Repulsion Field: Starting at 2nd level, a Telekinetic begins to emit a minor repulsion effect. It functions passively, but Exertion can be applied to strengthen it. Exertion cannot be applied when the Telekinetic is exhausted, but the passive ability still functions.
As a passive effect, anything of size fine or smaller (such as normal insects or raindrops) cannot come any closer to you than 6 inches. The passive effect also reduces damage from non-targeted energy effects (acid, cold, electricity, fire, sonic) by 1 point. You can suppress this by spending your swift action to concentrate on doing so. You cannot use Telekinesis while suppressing the Repulsion Field.
When Exertion is used with the Repulsion field, all energy damage, whether targeted or not, is reduced by your Wis modifier + 1/2 your Telekinetic level(round up). Diminutive and smaller creatures cannot get any closer than 1 foot, and tiny creatures must make a Will save to approach closer than 1 foot. It also grants a +1 deflection bonus to AC and a +1 bonus to Reflex saving throws. You must resist Exertion Fatigue normally when you use it with this ability, and it counts as a use of Exertion for all purposes, except that this specific application of Exertion may be used concurrently with Telekinesis, but not with any other Exertion abilities.

Multiclassing: Telekinetics may multiclass freely, but characters who multiclass into Telekinetic (in other words, any character that starts at 1st level as some other class) face a special complication. When the Gift is first awakened, it is uncontrolled. Any time the character tries to actively use Telekinesis (either it its basic form or with Exertion), he must make a Will save at his own save DC (see below). If he fails, the DM determines randomly whether the power manifests or not and if it does, how it manifests. If he succeeds, the power is useable as normal. Telekinesis may also come active unexpectedly when the character is under stress or otherwise agitated (DM discretion). Common times for this to happen include being strongly embarrassed, engaging in sex acts, fighting, or being frightened or panicked. Use the same Will save procedure, but a successful save indicates that the character retains control and the power does not activate. In either case, he may voluntarily fail the save if desired. Every 5 times Telekinesis goes active, either accidentally or on purpose, he gains a +2 bonus to this Will save. Once the bonus reaches +10 and at least a week has passed since he gained access to Telekinesis, he no longer needs to make the save and may use the power normally.

Exertion Abilities
Several Exertion abilities scale with levels gained ‘after you acquire this ability’. This means that you can use the ability as presented when you first gain it, then it improves as specified only when you gain new Telekinetic levels. Levels gained prior to taking the ability are not factored into the calculation of the ability’s effects. For example, Kinetic Dart deals 1d4 + Int modifier + 1/level after you acquire the ability. This means that if you take the ability at 3rd level, it is 1d4 +Int modifier until you attain 4th level, when it becomes 1d4 + Int modifier + 1. At 5th level it becomes 1d4 + Int modifier + 2, and so on.
Any time a power allows a save, the DC is 10 + Wis modifier + 1/2 Telekinetic level(round up).

Aid Ally
You can enhance the movements of a willing creature other than yourself to be more fluid or powerful. You can grant an enhancement bonus to Strength equal to your Int modifier or to Dexterity equal to your Wis modifier. You also increase the critical threat range of any single weapon it is using, including one of its natural weapons, by 1 and add your Int modifier to the damage for any critical hit (this extra damage does not get multiplied). Every third level after you acquire this ability, the enhancement bonus increases by 1. Every level after you acquire this ability, the extra damage on a critical hit increases by 1. The creature must remain within range and line of sight.

Combat Maneuvers
You can perform a grapple (including pinning), bull rush, disarm, or trip against a creature within range. Resolve the attacks as normal, but use the ability score substitution. The target provokes attacks of opportunity for these attack forms as normal, but you do not. No reactive attacks are allowed by the target (such as for trip). You are considered to be charging for a bull rush. Every level after you gain this ability, add +1 to your attack and opposed rolls for these maneuvers.

You can fly with a rating of perfect at your base speed. For as long as you maintain this power, you can fly in place of walking or running. When you end this power, if you are not on the ground, you fall. For every level you gain after you acquire this ability, your flight speed increases by 5 feet.

Kinetic Armor
Use your will to form a telekinetic barrier around yourself. It grants you a deflection bonus equal to your Wis modifier. The bonus increases by 1 every third level after you acquire this ability.

Kinetic Creation
You can create a small, simple object out of force. The object may not be larger in any dimension than one foot, and it may not have a Craft DC higher than 10 + your Wis modifier. Objects may not have moving parts. If you make a weapon, it deals force damage instead of its normal damage type. For every level after you acquire this ability, the maximum Craft DC increases by 1. For every 3 levels after you acquire this ability, the maximum size of any object you can create increases by one square foot.

Kinetic Dart
Form your telekinetic will into a small, invisible dart. You must succeed at a ranged touch attack to affect the target, though you can use this ability on an adjacent target. A successful hit results in 1d4 + Int modifier piercing, slashing, or bludgeoning damage (your choice) that threatens a critical on 20 and does x2 on a critical hit. The damage increases by 1 for each level after you acquire this ability. Four levels after you acquire this ability, your darts are considered magic for the purpose of overcoming damage reduction. Attacking with the dart is a standard action, which does not include the swift action of concentrating on the power. You can attack with a dart in the round you activate this ability, which turns the activation into a full round action.

Knit Flesh
Heal 1 hit point plus 1 hit point per level after you acquire this ability in any corporeal creature or construct, including undead. This ability requires touching the target and is a full round action to initiate and maintain.

Exert your will to slow a creature’s forward progress. You reduce a single creature’s speed by 5 feet. The target may make a Str check opposed by your Int check to negate the slowing effect. You can apply this ability to slow downward momentum, effectively reducing the distance fallen by 5 feet. If the creature is not moving, you push it back 5 feet. For every third level after you acquire this ability, you can reduce a creature’s speed by an additional 5 feet. The target must beat you in the opposed check by at least 3 to negate the slowing for each additional 5 feet of slowing, so a target faced with 15 feet of slowing negates it completely if his Str check beats your Int check by at least 6, reduces the slowing to 5 feet if he beats your check by at least 3 by less than 6, reduces the slowing to 10 feet if he ties your check or beats it by 1 or 2, and is fully affected by all 15 feet of slowing if your check result is higher. When you maintain this power, a new opposed check is made every round.

Telekinese Creature
You can affect a creature other than yourself as if it were an unattended object. A successful Ref save ends the power. A failed save means that you are free to do as you please with the creature, as long as you conform to the limitations of the Telekinesis ability. When you first acquire this ability, you can affect creatures only creatures smaller than yourself by at least one size category. For each four levels after you acquire this ability, the maximum size category of creature you can affect increases by one.

Advanced Telekinesis Abilities
Extended Manifestation
When calculating the DC to resist Exertion Fatigue, divide the number of rounds Exertion was active by 2 and round up. This ability stacks; each time you take it, increase the number you divide the rounds active by one higher (divide by 3 the second time you take this, divide by 4 the third, etc.).

Improved Range
the range for Telekinesis increases to Medium. It still requires line of sight.

Improved Targeting
When you use the basic version of Telekinesis, you can affect one additional object. Manipulating two weapons at once uses the rules for attacking with two weapons. This ability does not give you the capability to do more actions in any given round than you otherwise could. When you use Exertion, this ability allows you to chain the effect to one additional creature. All affected targets must be within 30 feet of each other and within range. This ability stacks; each time you take it, you may affect one additional target with the same use of Telekinesis.

Quicken Manifestation
Activating any Exertion Ability, including for Repulsion Field, becomes a move-equivalent action. If you take this ability a second time, activating any Exertion Ability becomes a swift action. If you have already used your swift action for a given round by doing anything other than activating an Exertion ability, you can still activate one as a move-equivalent action.

Simultaneous Manifestation
You can have two uses of Telekinesis active simultaneously. Either or both may include exertion abilities. Activating each use is still a standard action, but concentrating requires only a swift action, regardless of how many uses are active. No matter how many uses of Telekinesis you have active at once, everything still takes the same type of action; attacking with two weapons uses the rules for two-weapon fighting, if you move two different objects at once, each can only take one move action, and so on. This ability stacks; each time you take it, you can maintain one additional use of Telekinesis simultaneously.

Contents Page Bard Class Chosen Class Druid Class Healer Class Mage Class Priest Class Ranger Class Spellthief Class Telekinetic Class Warlock Class Seed Rules Seeds Magic Item Creation Feats Skills Metamagic Abilities Druid Special Abilities Healer Special Abilities