|1st||+0||+0||+0||+2||Force Pool, Force Push/Pull, Mage Hand, Telekinetic Thrust|
|2nd||+1||+0||+0||+3||Mage Hand (move + swift), Shockwave|
|3rd||+2||+1||+1||+3||Force Push/Pull (half on save), Telekinetic Armor|
|4th||+3||+1||+1||+4||Force Trick, Mage Hand (swift + free)|
|5th||+3||+1||+1||+4||Force Push/Pull (medium range), Shockwave (push)|
|6th||+4||+2||+2||+5||Force Stop, Mage Hand (range, weight, speed)|
|7th||+5||+2||+2||+5||Force Jump, Force Push/Pull (perpendicular)|
|8th||+6/+1||+2||+2||+6||Force Trick, Mage Hand (multiple objects)|
|9th||+6/+1||+3||+3||+6||Force Acobatics, Shockwave (increase radius)|
|10th||+7/+2||+3||+3||+7||Force Pool (+3 per turn), Mage Hand (free)|
|12th||+9/+4||+4||+4||+8||Force Pool (standard), Force Trick|
|13th||+9/+4||+4||+4||+8||Telekinetic Armor (immediate), Wall of Force|
|15th||+11/+6/+6||+5||+5||+9||Wall of Force (immediate)|
|16th||+12/+7/+7||+5||+5||+10||Force Pool (+4 per turn), Force Trick|
|17th||+12/+7/+7||+5||+5||+10||Force Pool (move)|
|18th||+13/+8/+8||+6||+6||+11||Force Mastery (full)|
|19th||+14/+9/+9||+6||+6||+11||Resilient Sphere (telekinetic sphere)|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
Force Pool: A force master, through a keen development of their senses, learn to manipulate objects in space. To represent this power, she has a pool of force points equal to 5 + her class level + her wisdom bonus. She can spend force points on class abilities and she regains 2 force points at the start of her turn. At 10th level she regains 3 force points at the start of her turn. At 16th level she regains 4 force points at the start of her turn.
Force Push/Pull (Su): Using her innate control over the position of matter in space, a force master can pull enemies towards her, move allies out of danger, or fling away charging monsters. By spending 3 force points, as an attack action, a force master can move a target creature in close range (10ft. + 5ft. per 2 class levels) towards her or away from her (this must be a straight line directly to or from her). The target is entitled to a Will save DC (DC 10 + 1/2 class level + wisdom modifier) to avoid being moved. If the target hits a wall, it takes 1d6 damage per 10ft. moved. She may spend a number of additional points up to half her class level to increase the distance moved by 10ft. per point spent.
At 3rd level, the target is moved half the distance on a successful save.
At 5th level, this ability extends to medium range.
At 7th level, she can make up to half of the movement in a perpendicular direction (usually vertical), which can cause fall damage.
Mage Hand (Sp): A force master can use mage hand at will. She can cast it as a swift action. Her caster level is equal to her class level. She can also affect attended objects that are not wielded (like a potion on a belt but not a sword in the target's hand), but she must spend 1 force point in order to do this and the target gets a Reflex save DC (DC 10 + 1/2 class level + wisdom modifier) to resist this effect.
At 2nd level, she can concentrate on it as a move action and direct it as a swift action.
At 4th level, she can concentrate on it as a swift action and direct it as a free action. She can still only direct it once per round.
At 6th level, it extends to medium range and it can lift 25lbs per class level. She can also move the object at a speed of 10ft. per 3 class levels instead of 15ft.
At 8th level, it can be used to manipulate and move 1 object per 4 class levels rather than a single object.
At 10th level, She may concentrate on one instance of this spell-like ability as a free action (all other instances are swift actions). This means that she effectively can always carry objects around without thought.
Telekinetic Thrust (Su): Using a burst of telekinetic energy, a force master can propel projectiles at a far greater speed than she could naturally attain, increasing their accuracy and lethality. As an attack action that costs 2 force points, the force master can throw a projectile that is being carried by her mage hand or that she is currently holding. This is treated as a normal attack with the projectile, but increase the attack roll by her wisdom modifier or class level, whichever is lower, and the damage by 2 per class level.
Shockwave (Su): At 2nd level, a force master can unleash a burst of force energy that knocks creatures to the ground. By spending 5 force points as a standard action, she can make a trip attempt against each target in 10ft., substituting her class level for her Base Attack Bonus and her wisdom for her strength. She may spend a number of additional points up to her class level to increase her trip check by 2.
At 5th level, she may spend 2 additional force points to affect each creature in the shockwave with a force push that moves the creatures 5ft. away per 2 class levels.
At 9th level, she may spend a number of additional points up to half her class level to increase the shockwave radius by 10ft per 2 points spent and increase the force push distance by 5ft. per point spent (if applicable).
Telekinetic Armor (Su): At 3rd level, a force master can create a shield of force energy that blocks attacks. As a swift action that costs 2 force points, the force master can grant herself or a target in touch range a deflection bonus to AC equal to her wisdom bonus and 3 temporary HP per class level. These benefits last 3 rounds.
At 13th level, she can use this ability as an immediate action by spending an extra force point.
Force Trick: At 4th, 8th, 12th, and 16th level, the force master chooses one of the following abilities:
Force Disarm (Su): A force master can exert her telekinetic control to swipe a weapon right out of your hands. As a standard action that costs 3 force points, a force master can attempt to disarm a target in medium range, substituting her class level for her base attack bonus and her wisdom for her strength. She may spend a number of additional points up to her class level to increase her disarm check by 2. If she succeeds, the item is pulled up to 100ft. directly towards her (she may choose to have it flung less of a distance).
Force Trip (Su): By sending a wave of force at the legs of an opponent, they fall over their own feet. As a standard action that costs 3 force points, a force master can attempt to trip a target in medium range, substituting her class level for her base attack bonus and her wisdom for her strength. She may spend a number of additional points up to her class level to increase her trip check by 2.
Force Grapple (Su): By creating a powerful telekinetic field around a creature, a force master can pin it down and slowly crush it. As a standard action that costs 3 force points, a force master can attempt to grapple a target in medium range, substituting her class level for her base attack bonus and her wisdom for her strength. She may spend a number of additional points up to her class level to increase her grapple check by 2. She deals 1d6 force damage per 2 class levels with successful grapple checks in place of unarmed damage and she can maintain and continue the grapple for 3 force points on her next turn as a standard action (using the same grapple modifier she used during her first grapple attempt).
Force Opportunity (Su): By taking a moment to extend her perception to all of the creatures around her, a force master can use her telekinesis to react to opportunities that she normally wouldn't notice. As a swift action that costs 3 force points, a force master can threaten an area of short range as if that were her reach. Attacks of opportunity that are generated from this increased area must be force push/force pull or telekinetic thrust. This ability lasts until her next turn.
Force Stop (Su): By treating a creature as an object in space, a force master can manipulate it and stop its movements completely. At 6th level, a force master can, as a standard action that costs X force points, paralyze the target within short range. The target is entitled to a Will save DC (DC 10 + 1/2 class level + wisdom modifier) to avoid this effect. Each round the target may spend a full-round action to attempt a new saving throw.
Force Jump (Su): A force master is able to propel her own body around defying the forces of gravity. At 7th level, as a move action, a force master can spend 5 force points to gain a fly speed of 60ft. with good maneuverability for 1 round per wisdom bonus.
At 9th level, the duration improves to 1 minute per wisdom bonus.
At 11th level, the ability to fly becomes innate and it does not require activation or force points.
Force Acrobatics (Su): A force master can use her powers to manipulate her own body in space, enhancing her capabilities of doing flips. At 9th level, a force master can spend a number of force points, up to her class level/3, to add a +5 enhancement bonus per point spent to a single tumble check.
Resilient Sphere (Sp): With a sweep of her hand, a force master can create an invincible field of energy that surrounds a creature. At 11th level, a force master can cast resilient sphere as a spell-like ability by spending 6 force points. Her caster level is equal to her class level and the save DC is 10 + 1/2 class level + wisdom modifier.
At 19th level, she can cast telekinetic sphere instead.
Wall of Force (Sp): Extending her ability to create invincible spheres, a force master learns to create walls that function similarly. At 13th level, a force master can cast wall of force as a spell-like ability by spending 6 force points. Her caster level is equal to her class level.
At 15th level, a force master can cast it as an immediate action by spending 4 extra force points.
Force Mastery (Su): In a moment of pure clarity, the force master can use her power near limitlessly. Once per day as a full-round action, the forcemaster can increase the amount of force points she regenerates each round, starting on her next turn, by her wisdom modifier. This lasts 3 rounds.
At 18th level, force mastery only takes a move action to activate and she regenerates her entire force pool each round for the 3 rounds instead.