Psionic PrC: Telekinetic Savant (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
Travis_UI

03-26-07, 11:34 AM
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, *something else*
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): Levels of Telekinetic Savant are added to the character's total manifester level for the purpose of determining range, duration, power point cap, and any other numeric variables based on manifester level when manifesting telekinetic maneuver.

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 telekinesis.

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."

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 wizard and sorceror are replaced with manifester, references to caster level are replaced with manifester level, references to MotUH are replaced with Telekinetic Savant, weapon damage is modified by a manifester's key ability modifier.

something else:

Telekinetic Savant:


This is a modified version of the Master of the Unseen Hand from Complete Warrior that I'm cooking up for manifesters. Because psionic telekinesis was split into three different powers it's pretty much impossible for a manifester to qualify for the MotUH as it's written. I'm looking for both feedback and help on this little project. For those that don't have CW and aren't familiar with the class, I apologize for the references to the MotUH but I'm not sure how much (if any) of CW is OGC and how much of a PrC from that source I'm allowed to post publicly.

First of all, for those who wince at a total loss of manifester levels let me tell you that this is being designed for a gestalt character. The manifester levels will be made up on the other side of the build. I'm interested to see what people think of the manifester level loss regardless, as a matter of balance, but I'm not interested in creating a class that actually entails additional manifester levels.

Second, as you can see, the class is missing it's last two abilities. I've always thought that the telekinetic flight ability was pretty lame, I'm not particularly interested in using it, but I'm not really coming up with anything that seems terribly balanced to replace it. As for the MotUH's fifth level ability, it's completely worthless to a manifester because unlike the spell version of telekinetic thrust, the psionic version doesn't require that objects or creatures thrown by the power be targeted at something else, they can already be flung skyward. Again, I'm having trouble thinking of something that is both balanced and appropriate.

Third, some things that I've been thinking about and trying to figure out how to make workable (read: balanced) include:
Something that speeds up the telekinetic movement to faster than 20ft per round.
A way to target multiple objects with telekinetic force.
A way to engage in two-or-more-weapon fighting with telekinetic wielder/warrior.

For any of these, but particularly those things that would involve targeting more objects for a sustained period of time, I thought perhaps a greater DC concentration check might work. To manifest another power while concentrating using sustained concentration requires a concentration check with a DC equal to the save DC for the telekinesis effect. I was thinking that for every additional object that telekinesis is used on (other than with thrust) would require a concentration check equal to the save DC + 5. This would be cumulative, with any failure ending the power. So if two objects were being manipulated by TK force it would be the save DC + 5 to manipulate the second object, adding a third would force a second check at the save DC + 10, etc., to a maximum number of objects or weapons equal to the TS class levels. Buuut, this may just be wishful thinking on my part, I really don't trust my perspective on whether or not that's at all balanced.

Any help, constructive criticism, or advice would be most welcome here!
teshen

03-27-07, 12:50 PM
First of all, for those who wince at a total loss of manifester levels let me tell you that this is being designed for a gestalt character. The manifester levels will be made up on the other side of the build. I'm interested to see what people think of the manifester level loss regardless, as a matter of balance, but I'm not interested in creating a class that actually entails additional manifester levels.
Despite the fact that you are playing a gestalt game, the class is... well, I don't know anyone who's said anything nice about the Master of the Unseen Hand. No manifester would want to stop his manifesting dead. The class needs to be fine in the absence of a dual class game.

Consider adding manifester levels at 2 and 4 or 1, 3, and 5 and then repositioning what you feel are the strongest abilities at the manifesterless levels... and leave in the Master of Force feature at first. That's the only thing I can think of without going to look at the Master of the Unseen Hand and the powers myself...

Good luck with your project.