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|2nd|| class="left" | +2 || +0 || +3 || +3
 
|2nd|| class="left" | +2 || +0 || +3 || +3
| class="left" | [[#Double Jump|Double Jump]], [[#Hand Guns|Hand Guns]]
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| class="left" | [[#Double Jump|Double Jump]]
 
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|3rd|| class="left" | +3 || +1 || +3 || +3
 
|3rd|| class="left" | +3 || +1 || +3 || +3
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|11th||class="left" | +11/+6/+1 || +3 || +7 || +7
 
|11th||class="left" | +11/+6/+1 || +3 || +7 || +7
| class="left" | [[#Barrel Roll|Barrel Roll]]
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| class="left" | [[#Hand Guns|Hand Guns]]
 
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|12th||class="left" | +12/+7/+2 || +4 || +8 || +8
 
|12th||class="left" | +12/+7/+2 || +4 || +8 || +8
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'''{{Anchor|Double Jump}} ([[Su]])''': At level 2, the self telekineticist adds his Charisma bonus to his jump check. At the top of any jump he makes where he started from a solid or liquid surface, he may jump again, using another jump check.
 
'''{{Anchor|Double Jump}} ([[Su]])''': At level 2, the self telekineticist adds his Charisma bonus to his jump check. At the top of any jump he makes where he started from a solid or liquid surface, he may jump again, using another jump check.
 
'''{{Anchor|Hand Guns}} ([[Su]])''': At level 2, while he has nothing other than ammunition in either of his hands, the self telekineticist may fire bolts as though he had a heavy crossbow, arrows as though he had a longbow, and bullets as though he had a sling. His Strength bonus has no affect on such attacks, and he must still spend time to reload the crossbow (He's focusing his energies). He may use his Intelligence modifier instead of his Dexterity modifier with these attacks.
 
   
 
'''{{Anchor|Slicing Grace}} ([[Su]])''': At level 3, the self telekineticist adds his Charisma bonus to the damage he deals with all melee and ranged attacks. This damage is multiplied by critical hits, and is not precision damage.
 
'''{{Anchor|Slicing Grace}} ([[Su]])''': At level 3, the self telekineticist adds his Charisma bonus to the damage he deals with all melee and ranged attacks. This damage is multiplied by critical hits, and is not precision damage.
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'''{{Anchor|Ground Slam}} ([[Su]])''': At level 10, the self telekineticist gains the ability to slam straight down into the ground, creating a powerful shockwave. Any time he is at least 10 feet in the air, he may use his standard action to move down to the ground below. All creatures within 5 feet of where he lands take damage and fall prone. The spread of this attack increases by 5 feet for every 25 feet above the ground he was before he used this action. This attack deals 1d6 damage, and an additional 1d6 damage for every 25 feet above the ground he was before he used this action. The self telekineticist takes no fall damage if he lands on a surface softer than Adamantine.
 
'''{{Anchor|Ground Slam}} ([[Su]])''': At level 10, the self telekineticist gains the ability to slam straight down into the ground, creating a powerful shockwave. Any time he is at least 10 feet in the air, he may use his standard action to move down to the ground below. All creatures within 5 feet of where he lands take damage and fall prone. The spread of this attack increases by 5 feet for every 25 feet above the ground he was before he used this action. This attack deals 1d6 damage, and an additional 1d6 damage for every 25 feet above the ground he was before he used this action. The self telekineticist takes no fall damage if he lands on a surface softer than Adamantine.
   
 
'''{{Anchor|Hand Guns}} ([[Su]])''': At level 11, while he has nothing other than ammunition in either of his hands, the self telekineticist may fire bolts as though he had a heavy crossbow, arrows as though he had a longbow, and bullets as though he had a sling. His Strength bonus has no affect on such attacks, and he must still spend time to reload the crossbow (He's focusing his energies). He may use his Intelligence modifier instead of his Dexterity modifier with these attacks.
'''{{Anchor|Barrel Roll}} ([[Su]])''': At level 11, the self telekineticist gets a +3 dodge bonus to AC while in mid-jump.
 
   
 
'''{{Anchor|Self-Fling}} ([[Su]])''': At level 12, the self telekineticist may move 5' in any direction without provoking attacks of opportunity as a swift action.
 
'''{{Anchor|Self-Fling}} ([[Su]])''': At level 12, the self telekineticist may move 5' in any direction without provoking attacks of opportunity as a swift action.
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