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FuturePSI - the new psionics in town
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<blockquote data-quote="Roudi" data-source="post: 1845022" data-attributes="member: 12423"><p><strong>Some Telekinesis PsiTalents</strong></p><p></p><p>Here is a partially completed list of the Telekinesis PsiTalents.</p><p></p><p><strong><em>TELEKINETIC ABILITY</em></strong></p><p><strong>Psikinesis (INT)</strong></p><p><strong>Manifestation Time:</strong> Full-Round Action</p><p><strong>Effect Time:</strong> Concentration, or Instantaneous; see text.</p><p><strong>Rest Time:</strong> As Effect Time, or 1 round; see text.</p><p>Telekinesis is one of the most versatile and recognizable psionic power. Firstly it can be used to life objects. To do so, you must make a Concentration check against the object's Difficulty Class (see below)</p><p></p><p>Object Size - Con DC</p><p>Fine - DC 1</p><p>Diminutive - DC 5</p><p>Tiny - DC 10</p><p>Small – DC 15</p><p>Medium – DC 20</p><p>Large – DC 25</p><p>Huge – DC 30</p><p>Gargantuan – DC 35</p><p>Colossal – DC 40</p><p></p><p>If successful, you may move the object 5ft per point of Intelligence modifier. This effect lasts as long as you maintain your concentration. The rest time for this use of Telekinetic Ability is the same as the number of rounds spent successfully moving objects and begins as soon as you stop concentrating or fail a Concentration check.</p><p>The second use of Telekinetic Ability is as a weapon. You gain a telekinetic attack. You may make a psionic attack roll against a single target and deal 1d4 Concussion damage on a successful hit. This attack is a manifestation of pure blunt force, and is completely invisible. Targets of a telekinetic attack are denied their Dexterity bonus to Defense against the attack. The rest time for this power is 1 round.</p><p>The third use for Telekinesis is the ability to break objects from afar. You may roll a psionic check and treat it as a Strength check to break an object (see “Breaking Objects” in the Modern SRD). The rest time for this use of the power is 1 round.</p><p></p><p><strong><em>IMPROVED TELEKINETIC COMBAT</em></strong></p><p><strong>Psikinesis (INT)</strong></p><p>You may make telekinetic attacks as attack actions.</p><p><em>Normal:</em> You may only make a telekinetic attack as a full-round action</p><p><em>Prerequisite:</em> Telekinetic Ability</p><p></p><p><strong><em>ADVANCED TELEKINETIC COMBAT</em></strong></p><p><strong>Psikinesis (INT)</strong></p><p>Your telekinetic damage die increases by one step in the following progression: 1d6, 1d8, 1d10, 2d6, 2d8, 2d10, 3d6, etc.</p><p><em>Special:</em> This PsiTalent may be taken multiple times.</p><p><em>Prerequisite:</em> Improved Telekinetic Combat</p><p></p><p><strong><em>TELEKINETIC COMBAT MASTERY</em></strong></p><p><strong>Psikinesis (INT)</strong></p><p>You may add your Base Attack Bonus to you telekinetic attack rolls.</p><p><em>Prerequisite:</em> Improved Telekinetic Combat</p><p></p><p><strong><em>GREATER TELEKINETIC COMBAT MASTERY</em></strong></p><p><strong>Psikinesis (INT)</strong></p><p>You may make additional telekinetic attacks in a round. By using a full-round attack action, you gain an additional attack at a -5 bonus. When making telekinetic attacks in this manner the rest time for this power increases by one round. </p><p><em>Special:</em> You may take this feat up to three times, gaining an additional attack each time. Each additional attack suffers a penalty 5 points greater than the previous additional attack. This Psitalent requires and additional +5 base Attack Bonus each additional time you take the feat.</p><p><em>Prerequisite:</em> Base Attack Bonus +6, Telekinetic Combat Mastery</p><p></p><p><strong><em>OBJECT LIFT FOCUS</em></strong></p><p><strong>Psikinesis (INT)</strong></p><p>You gain a bonus on Concentration checks made to lift objects telekinetically equal to your Intelligence modifier.</p><p><em>Special:</em> You may gain this feat additional times. Each time its effects stack.</p><p><em>Prerequisite:</em> Telekinetic Ability</p><p></p><p><strong><em>IMPROVED OBJECT LIFT</em></strong></p><p><strong>Psikinesis (INT)</strong></p><p>You may make Concentration checks to lift objects telekinetically as a move action.</p><p><em>Prerequisite:</em> Telekinetic Ability</p><p></p><p><strong><em>OBJECT ATTACK</em></strong></p><p><strong>Psikinesis (INT)</strong></p><p><strong>Manifestation Time:</strong> Full-Round Action</p><p><strong>Effect Time:</strong> Instantaneous</p><p><strong>Rest Time:</strong> 2 rounds.</p><p>You may telekinetically hurl objects at your foes. You must first succeed at a Concentration check to lift a target object (see Telekinetic Ability). If successful, you may roll a telekinetic attack. Unlike a normal telekinetic attack, the opponent retains her Dexterity bonus to Defense against this attack. A successful attack deals your regular telekinetic attack damage, plus additional damaged based on the object’s size (see below). This additional object damage is appropriate to the type of object flung (usually bludgeoning) and is not modified by any feat or PsiTalent that affects a telekinetic attack.</p><p></p><p>Fine – 1</p><p>Diminutive – 1d2</p><p>Tiny – 1d4</p><p>Small – 1d8</p><p>Medium – 2d6</p><p>Large – 2d8</p><p>Huge – 4d6</p><p>Gargantuan – 4d8</p><p>Colossal – 8d6</p><p></p><p><em>Prerequisite:</em> Improved Object Lift, Improved Telekinetic Combat</p><p></p><p><strong><em>TELEKINETIC SHATTERSTORM</em></strong></p><p><strong>PsiKinesis (INT)</strong></p><p><strong>Manifestation Time:</strong> Full-round action</p><p><strong>Effect Time:</strong> Instantaneous</p><p><strong>Rest Time:</strong> 3 rounds plus 1 round / Int mod</p><p>You are able to expand your force of will to the area surrounding you and attempt to break all nearby objects. Roll a psionic check. Every object (including attended or wielded objects, and even objects worn or used by you) treats this roll as a Strength check. Every object with a lower Break DC than your psionic check in the radius breaks. This includes doors, guns, computers, tables, etc. Objects that are reasonably flexible (like a kevlar vest or a rope) are unaffected by this power. This power has no effect on living creatures.</p><p><em>Reminder:</em> A PsiTalent has an effective radius of 10ft per point of key ability modifier.</p><p><em>Prerequisite:</em> Telekinetic Ability and at least 3 other PsiTalents</p></blockquote><p></p>
[QUOTE="Roudi, post: 1845022, member: 12423"] [b]Some Telekinesis PsiTalents[/b] Here is a partially completed list of the Telekinesis PsiTalents. [b][i]TELEKINETIC ABILITY[/i][/b] [b]Psikinesis (INT)[/b] [b]Manifestation Time:[/b] Full-Round Action [b]Effect Time:[/b] Concentration, or Instantaneous; see text. [b]Rest Time:[/b] As Effect Time, or 1 round; see text. Telekinesis is one of the most versatile and recognizable psionic power. Firstly it can be used to life objects. To do so, you must make a Concentration check against the object's Difficulty Class (see below) Object Size - Con DC Fine - DC 1 Diminutive - DC 5 Tiny - DC 10 Small – DC 15 Medium – DC 20 Large – DC 25 Huge – DC 30 Gargantuan – DC 35 Colossal – DC 40 If successful, you may move the object 5ft per point of Intelligence modifier. This effect lasts as long as you maintain your concentration. The rest time for this use of Telekinetic Ability is the same as the number of rounds spent successfully moving objects and begins as soon as you stop concentrating or fail a Concentration check. The second use of Telekinetic Ability is as a weapon. You gain a telekinetic attack. You may make a psionic attack roll against a single target and deal 1d4 Concussion damage on a successful hit. This attack is a manifestation of pure blunt force, and is completely invisible. Targets of a telekinetic attack are denied their Dexterity bonus to Defense against the attack. The rest time for this power is 1 round. The third use for Telekinesis is the ability to break objects from afar. You may roll a psionic check and treat it as a Strength check to break an object (see “Breaking Objects” in the Modern SRD). The rest time for this use of the power is 1 round. [b][i]IMPROVED TELEKINETIC COMBAT[/i][/b] [b]Psikinesis (INT)[/b] You may make telekinetic attacks as attack actions. [i]Normal:[/i] You may only make a telekinetic attack as a full-round action [i]Prerequisite:[/i] Telekinetic Ability [b][i]ADVANCED TELEKINETIC COMBAT[/i][/b] [b]Psikinesis (INT)[/b] Your telekinetic damage die increases by one step in the following progression: 1d6, 1d8, 1d10, 2d6, 2d8, 2d10, 3d6, etc. [i]Special:[/i] This PsiTalent may be taken multiple times. [i]Prerequisite:[/i] Improved Telekinetic Combat [b][i]TELEKINETIC COMBAT MASTERY[/i][/b] [b]Psikinesis (INT)[/b] You may add your Base Attack Bonus to you telekinetic attack rolls. [i]Prerequisite:[/i] Improved Telekinetic Combat [b][i]GREATER TELEKINETIC COMBAT MASTERY[/i][/b] [b]Psikinesis (INT)[/b] You may make additional telekinetic attacks in a round. By using a full-round attack action, you gain an additional attack at a -5 bonus. When making telekinetic attacks in this manner the rest time for this power increases by one round. [i]Special:[/i] You may take this feat up to three times, gaining an additional attack each time. Each additional attack suffers a penalty 5 points greater than the previous additional attack. This Psitalent requires and additional +5 base Attack Bonus each additional time you take the feat. [i]Prerequisite:[/i] Base Attack Bonus +6, Telekinetic Combat Mastery [b][i]OBJECT LIFT FOCUS[/i][/b] [b]Psikinesis (INT)[/b] You gain a bonus on Concentration checks made to lift objects telekinetically equal to your Intelligence modifier. [i]Special:[/i] You may gain this feat additional times. Each time its effects stack. [i]Prerequisite:[/i] Telekinetic Ability [b][i]IMPROVED OBJECT LIFT[/i][/b] [b]Psikinesis (INT)[/b] You may make Concentration checks to lift objects telekinetically as a move action. [i]Prerequisite:[/i] Telekinetic Ability [b][i]OBJECT ATTACK[/i][/b] [b]Psikinesis (INT)[/b] [b]Manifestation Time:[/b] Full-Round Action [b]Effect Time:[/b] Instantaneous [b]Rest Time:[/b] 2 rounds. You may telekinetically hurl objects at your foes. You must first succeed at a Concentration check to lift a target object (see Telekinetic Ability). If successful, you may roll a telekinetic attack. Unlike a normal telekinetic attack, the opponent retains her Dexterity bonus to Defense against this attack. A successful attack deals your regular telekinetic attack damage, plus additional damaged based on the object’s size (see below). This additional object damage is appropriate to the type of object flung (usually bludgeoning) and is not modified by any feat or PsiTalent that affects a telekinetic attack. Fine – 1 Diminutive – 1d2 Tiny – 1d4 Small – 1d8 Medium – 2d6 Large – 2d8 Huge – 4d6 Gargantuan – 4d8 Colossal – 8d6 [i]Prerequisite:[/i] Improved Object Lift, Improved Telekinetic Combat [b][i]TELEKINETIC SHATTERSTORM[/i] PsiKinesis (INT) Manifestation Time:[/b] Full-round action [b]Effect Time:[/b] Instantaneous [b]Rest Time:[/b] 3 rounds plus 1 round / Int mod You are able to expand your force of will to the area surrounding you and attempt to break all nearby objects. Roll a psionic check. Every object (including attended or wielded objects, and even objects worn or used by you) treats this roll as a Strength check. Every object with a lower Break DC than your psionic check in the radius breaks. This includes doors, guns, computers, tables, etc. Objects that are reasonably flexible (like a kevlar vest or a rope) are unaffected by this power. This power has no effect on living creatures. [i]Reminder:[/i] A PsiTalent has an effective radius of 10ft per point of key ability modifier. [i]Prerequisite:[/i] Telekinetic Ability and at least 3 other PsiTalents [/QUOTE]
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