TELEKINESIS | Su
Gene Pool -5 | Disguise DC Modifier +0
Your psychic mutation allows you to move objects or creatures by concentrating on them. Depending on your desired effect (choose one from below), telekinesis can perform a variety of combat maneuvers, provide a gentle, sustained force, or exert a single short, violent thrust. Telekinesis has a range of 100 ft. and a duration of 2d4 rounds. Concentrating to maintain this psychic mutation requires a standard action each round.
Combat Maneuver: Once per round, you can use telekinesis to perform a ranged attack that acts as a bull rush, disarm, grapple (including pin), or trip combat maneuver. Resolve these attempts as normal, but use your character level plus your key ability score modifier as your attack bonus. No saving throw is allowed against these attempts. You can maintain this form of telekinesis up to 1 round per character level, but it ends if you cease concentrating.
Sustained Force: A sustained force moves an object of no more than 25 pounds or 2 bulk per character level up to 20 feet per round in any direction (including up or down). A creature can negate the effect on an object it holds with a successful Will save or with spell resistance. You can maintain this form of telekinesis up to 1 round per character level, but it ends if you cease concentrating. The effect ends if the object is forced beyond the mutation’s range.
You can telekinetically manipulate an object as if with one hand. For example, a lever can be pulled, a key turned, a button pushed, an object rotated, and so on if the force required is within the weight limitation. You might even be able to untie simple knots, though a delicate activity such as this requires a successful DC 15 Intelligence check.
Violent Thrust: The psychic mutation’s energy can be spent in a single round. You can hurl up to 15 objects or creatures that are within range (no two of which can be more than 10 feet apart) toward any target within 150 feet of all the objects. You can hurl up to a total weight of 25 pounds per character level or 2 bulk per character level. You must make attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus plus your key ability score modifier as your attack bonus. All objects cause damage ranging from 1 damage per 25 pounds or 2 bulk (for less dangerous objects) to 1d10 damage per 25 pounds or 2 bulk (for extremely dangerous objects, such as weapons or bladed or spiked objects). Objects and creatures that miss the target land in a square adjacent to the target. Creatures that fall within the weight capacity of the telekinesis violent thrust can be hurled, but they are entitled to a INT save (DC = 11 + ½ your character level) to negate the effect, as can those whose held possessions are targeted by the violent thrust. If a thrown creature is hurled against a solid surface, it takes 1d6 damage as if it had fallen 10 feet.
Once you’ve used your telekinesis, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Edge at any point to recharge it immediately.
Evolution I: Your telekinesis range extends out to 200 ft. and the base DC of any saving throw increases to 13.
Evolution II: Your telekinesis range extends out to 400 ft. and the base DC of any saving throw increases to 15.

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