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Greater Telekinetics (Su)

Prerequisite: Primary mental attribute 14, must be capable of casting spells
Use: 1 + 1 per PMA per day
Action: Standard
Target: Object or Person targeted
Range: Close (25 ft + 5 ft per 2 HD) @{CloseRange} ft.
Duration: Instantaneous or 1 minute per HD; see text Instant or @{HD} minutes; see text
Saving Throw: None; see text
Spell Resistance: Yes

Special: At all times, with greater telekinetics, the character can telekinetically wield a weapon using their PMA for the attack modifier and damage modifier.

With this ability one can move objects around and carry them without touching them. There are two major ways to use telekinetics: sustained or as a pulse.

One use of a pulse is to grab any nearby object within range and throws it 100 ft. towards a target. This is considered a range touch attack and deals 1d12 per HD. The object thrown cannot way more than 500 lbs. The weight of the object doesn't matter, as lighter objects just get thrown faster to make up for the energy: within reason.

Another use of a pulse is to do a disarm, grapple, shove, or trample at a distance. This requires no initial touch attack and goes directly into the opposed role. Instead of using Dex or Strength a telekinetic shove or trample uses the caster's PMA.

When grappling with telekinesis all the options are available with successes in the opposed grapple. This still renders both subjects flat-footed to all other targets due to the concentration required for it. Once a grapple fails the daily use is used up. A grapple cannot be sustained longer than the telekinesis duration, as unlikely as it is to grapple for that long.

A sustained use allows long term manipulation of heavy objects. Largely, pushing and pulling. Pushing an object of 1001 lbs. - 1500 lbs. will fatigue a character after 2 rounds and exhaust a character after 5 rounds. When pushing or pulling things that weight between 501 lbs. to 1000 lbs. a character will be fatigued after 10 rounds and exhausted after 25.