PrC: Telekinetic Savant (version 2.0) [Archive] - Wizards Community

Post/Author/DateTimePost
Travis_UI

04-15-07, 02:34 AM
This is a version of the Master of the Unseen Hand (from Complete Warrior) modified for manifesters. The most obvious road block was of course the fact that in psionics, arcane telekinesis was split into three different powers. I'm concerned that the mechanic is somewhat clumsy or awkward, so opinions are welcome. I think overall this class ends up being more powerful than the original MotUH, but not enough to make it unbalanced, I don't think. I am, of course, biased in this regard so feedback would be good. Ultimately I think it could be agreed that the original MotUH was itself a very weak class (especially in the context of typical arcane PrCs) so in that sense an improvement on it isn't uncalled for. Additionally, the prereqs for entering this class are harder than for the MotUH, particularly considering that it requires the manifester to take all three powers associated with arcane telekinesis.

Anyway, I'm really hoping for some additional feedback now that it's finished. Any opinions?


Telekinetic Savant

My mind is stronger than...you are.


Hit Die: d4

Requirements:
To qualify to become a Telekinetic Savant, a character must fulfill the following criteria:
Skills: Concentration 8
Powers: Telekinetic Force, Telekinetic Thrust, Telekinetic Maneuver
BAB: +5

Class Skills:
The Telekinetic Savant's class skills (and the key ability for each skill) are Autohypnosis (wis), Concentration (con), Craft (Int), Disable Device (Dex), Intimidate (Cha), Knowledge (psionics) (int), Psicraft (int)
Skill Points at Each Level: 2 + Int modifier.


Level BAB Fort Ref Will
--------------------------
1 +1 +0 +0 +2
2 +2 +0 +0 +3
3 +3 +1 +1 +3
4 +4 +1 +1 +4
5 +5 +1 +1 +4

*
Level Special Abilities
-------------------------------------------------------
1 Telekinesis, Master of Force
2 Telekinetic Wielder, Sustained Concentration
3 Telekinetic Warrior
4 Improved Violent Thrust, Telekinetic Flight
5 Telekinetic Savant

Class Features:

Weapon and Armor Proficiency: none

Telekinesis (Ex):At first level a Telekinetic Savant unlocks the secret of versatile telekinesis. When a Telekinetic Savant manifests the power telekinetic maneuver, for the duration of the power, the Telekinetic Savant may utilize the maneuver function, telekinetic force, or telekinetic thrust. Each of these addtional uses functions exactly as the power of the same name, affecting a target or targets of up to 300 pounds. A Telekinetic Savant may alternate freely between the use of the telekinetic force and the telekinetic maneuver functions, but using a telekinetic thrust immediately ends the power. This modified power may be augmented in the following way:
Augment: For every additional power point you spend the weight limit increases by 25 pounds. For every additional 50 pounds this power grants a +1 bonus to any maneuver check involving a bull rush, disarm, grapple, or trip attempt.

Master of Force (Ex): When a Telekinetic Savant manifests telekinetic maneuver he gains an additional +1 to his manifester level for each level achieved in this class. These bonus manifester levels affect any level-dependent variables including range, duration, and power point cap. In addition, telekinetic maneuver is treated as if it had been augmented by one power point for each level of Telekinetic Savant, this augmentation is a reflection of the Telekinetic Savant's mastery and is not deducted from the Telekinetic Savant's power points. This ability stacks with overchannel and similar abilities.

Telekinetic Wielder (Ex): This functions exactly the same as the Master of the Unseen Hand ability of the same name with the following exceptions: References to wizard and sorceror are replaced with manifester, references to caster level are replaced with manifester level, references to MotUH are replaced with Telekinetic Savant, all attacks are modified by a manifester's key ability modifier. A manifester is considered proficient in any weapon wielded through the use of telekinetic maneuver and weapons animated in this fashion threaten adjacent squares for purposes of flanking.

Sustained Concentration (Ex): This functions exactly the same as the Master of the Unseen Hand ability of the same name with the following exceptions: All references to the MotUH are replaced by Telekinetic Savant.

Telekinetic Warrior (Ex): This functions exactly the same as the Master of the Unseen Hand ability of the same name with the following exceptions: All references to the MotUH are replaced by Telekinetic Savant, references to caster level are replaced by manifester level, the last line now reads, "Just as with nontelekinetic attacks, the Telekinetic Savant gains an additional attack for every 5 points of base attack bonus above +1, using manifester level as the base attack bonus. Damage dealt by weapons wielded in this way is modified by the manifester's key ability modifier."

Improved Violent Thrust (Ex): This functions exactly the same as the Master of the Unseen Hand ability of the same name with the following exceptions: References to MotUH are replaced with Telekinetic Savant, references to caster level are replaced with manifester level, references to wizard or sorceror are replaced by manifester, weapon attack and damage rolls are modified by a manifester's key ability modifier.

Telekinetic Flight: This functions exactly the same as the Master of the Unseen Hand ability of the same name with the following exceptions: References to the MotUH are replaced with Telekinetic Savant, references to caster level are replaced with manifester level. Additionally the augmentation for telekinetic maneuver is changed to the following:
Augment: For every additional power point you spend the weight limit increases by 25 pounds and creatures or objects manipulated by this power may be moved an additional 5 feet per move action. For every additional 50 pounds this power grants a +1 bonus to any maneuver check involving a bull rush, disarm, grapple, or trip attempt.

Telekinetic Savant (Ex): At fifth level the Telekinetic Savant taps into his full potential to manipulate the world around him. The range on telekinetic maneuver becomes long (400 ft. + 40 ft./level). The augmentation for the Telekinetic Savant's telekinetic maneuver is changed to the following:


Augment

1. If you spend 2 additional power points, this power may
affect two independent targets using the telekinetic
force function of this power. Each target can be moved
up to its maximum distance as one move action and each
can be moved in a different direction so long as they stay
in range.
2. If you spend 4 additional power points, this power may
affect two independent targets using telekinetic
maneuver functions of this power. If the manifester
chooses to target and wield two different weapons using
maneuver, each weapon may be moved up to its maximum
distance as one move action and each may make a single
attack as one standard action. Each weapon benefits from
his telekinetic warrior ability and he can make a full attack
with each weapon as one full round action, however if he
uses a move action for one weapon he cannot use a full
round action with the other.
3. If you spend 6 additional power points, the number
of creatures or objects that can be targeted by the
telekinetic thrust function of this power is one per
manifester level with no maximum limit.

These augmentations are cumulative although the you may
still only utilize one of the power's three functions at any given
time. In addition, for every 2 additional power points you
spend to achieve these effects, this power's save DC increases
by 1.

4. For every additional power point you spend the weight
limit increases by 25 pounds and creatures or objects
manipulated by this power may be moved an additional
5 feet per move action. For every additional 50
pounds this power grants a +1 bonus to any maneuver
check involving a bull rush, disarm, grapple, or trip
attempt.
Travis_UI

04-15-07, 11:37 AM
Just for clarification, in case anyone wonders:
Originally when I put this together the level boost was just that, only a level boost. But then it occurred to me that the level boost for the arcane version is more effective because they get free scaling, that's why I threw in the wild surge-like effect. As for the capstone ability being so obviously and radically different from that of the MotUH, that capstone ability is worthless to a manifester. The arcane version of the spell requires that something thrown with the thrust function be targeted at something else, but there is no such language in the psionic version of telekinetic thrust. A psion can already just throw people straight up into the air.

Edit: I added language to the capstone augmentation to clarify the actions involved with double targeting. Essentially when double targeting with telekinetic force each object can be moved as a single action of the appropriate type. So if you were using a standard action to maintain concentration on the power you could move them as part of that standard action, and again as your move action unless you chose to move yourself. Or if you're using sustained concentration and need only a move action to maintain the power, you could move the objects (in different directions if you so choose) as a move action (as you maintain the power) and still take a normal standard action.

It's slightly more complicated when wielding two weapons. If neither weapon is moved then both can make a full attack as one full round action (so it wouldn't matter what kind of action was being used to concentrate on the power). However, if one weapon takes a move action, then neither weapon can make a full attack. Both weapons can still make at least one attack and a move, or a double move.

Does that make sense?

I also added the bit about animated weapons able to flank.
Travis_UI

04-17-07, 11:20 AM
No one has any thoughts at all? Anyone at least one to pipe in validate the mechanic? (or criticize it, for that matter)