Psychokinetics manipulate objects, energies, and even the minds of those around
them through disciplined practice, study, and meditation. Through their own minds, they
are able to bend and shape reality to their will, from throwing objects about the room
to hypnotizing their enemies into fighting for them.
Most Psychokinetics achieve their power through sheer study, practice,
and force of will, usually training underneath a powerful and accomplished Psychokinetic
looking to pass their skills on. Others are born naturals at it, finding themselves able
to pick up toys several decimeters away as toddlers or sense the emotions of those around them
before even reaching adolescence.
The Psychokinetic
Level
PWS Proficiency
Features
Source Proficiency
1st
2
Source
1
2nd
2
Ability Score Improvement (ASI), Class Feat (Novice)
1
3rd
2
--
2
4th
2
ASI, Classless Feat
2
5th
3
Entropic Redirection
2
6th
3
ASI, Class Feat (Journeyman)
2
7th
3
Second Reaction
3
8th
3
ASI, Classless Feat
3
9th
4
Improved Source
3
10th
4
ASI
3
11th
4
Class Feat (Expert)
4
12th
4
ASI, Classless Feat
4
13th
5
--
4
14th
5
ASI
4
15th
5
Class Feat (Master)
5
16th
5
ASI, Classless Feat
5
17th
6
--
5
18th
6
ASI
5
19th
6
Classless Feat
6
20th
6
ASI, Superior Source
6
Class Features
As a Psychokinetic you gain the following class features.
Health
Health at 1st Level: 6 + your CON score
Health Beyond 1st Level: 1d6 (or 4) + your CON score per
Psychokinetic level after 1st
Proficiencies
Skills at 1st Level: Select two Weapon Skills to gain proficiency in as you level up:
one of these skills must be Large, Medium, Polearm, Small, Unarmed, or an Exotic weapon,
and the other must be Archery, Firearm, or Throwing.
Skills Beyond 1st Level: You gain 1 SP every time you level up.
Source
All Psychokinetics are able to exert a degree of influence over the energies in their
immediate environment, either increasing or decreasing the raw power of the forces around them.
For the purposes of this feature, you gain 1 proficiency in an Exotic weapon henceforth referred
to as “Source”, which you gain further proficiency in as you gain levels in this class, as shown
in the Psychokinetic class table. The amount of Source at your disposal is equal to your
Psychokinetic level + your INT score rounded down, and you regain 1 Source per minute. If you
have less Source remaining than the amount needed for what you want to do, you can still perform
the action, however your available Source is reduced to 0 and you take 10 true damage for every
deficit point of Source.
Whenever an attack is made within 10m of you or by you that deals burn, electric, freeze,
physical, or sonic damage, you can use your reaction and expend 1 Source to roll a
single d6 and increase or decrease the damage dealt by that attack; if the attack
is made by you, increasing/decreasing the damage dealt is considered part of your
attack and does not use your reaction. As your proficiency with Source increases,
the number of d6s you roll increases proportionately, just like with normal
weapon attacks.
Because of the fine movements required, you cannot use Source while
wearing any armor that grants disadvantage on DEX checks or Medium or Large
shields.
Source Save DR
Certain Psychokinetic features require a creature to make a save against something
you do. This save is determined via your INT score, since your abilities are derived
from your understanding and knowledge of the forces in the world around you.
Source Save DR = 5 + your INT score + your Source proficiency + your Psychokinetic
level
Ability Score Improvement
Every even-numbered level, you can increase one of your Ability Scores by .5. You cannot increase an ability
score beyond 5 via this feature.
Class Feats
Once you hit 2nd level, the power within your mind has grown enough that you have
learned to enhance it with special abilities. At the end of the class description, under
“Class Feats”, you may select one Novice class feat.
At 6th level, you may select either one Journeyman or two Novice class feats.
When you reach 11th level, you may select either one Expert, one
Journeyman and one Novice, or three Novice class feats.
At 15th level your psychic powers are near-legendary, and you may now
select one Master, one Expert and one Novice, two Journeyman, one Journeyman and two
Novice, or four Novice class feats.
If a feat has any prerequisites, you must meet those prerequisites
before you can take it. Feats cannot be taken more than once unless they explicitly say
so. Your feat choices are permanent and cannot be changed.
Classless Feat
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you
can learn a classless feat.
Entropic Redirection
At 5th level, you have learned not just to increase or decrease the energies
around you, but also how to manipulate them for your own purposes, turning the
destructive powers of your enemies against them. From now on, whenever you use
Source to decrease damage, you can then store and redirect that damage onto another
creature or object.
To do this, once you use Source to reduce damage from an attack, record the amount and type of
damage that you reduce. Thereafter, you can apply this damage to any weapon attack made by you
(no time cost) or within range of your Source that you can see, which uses your reaction;
in either case, you must decide to apply the damage before the attack is rolled, and you can
expend 1 Source to amplify the damage being done just as you could with a regular attack.
Once you apply this damage, the stored energy is expended. Any energy that you have stored lasts
a number of minutes equal to your Source proficiency, and at the end of that time the energy is
lost. You can store only one type of energy in this way, and if you attempt to store another
the first energy type is lost; you can still, however, enhance/reduce damage from other attacks,
you just can't store that damage for later use.
As an example, let’s say you store 14 points of burn damage from an attack
directed at you; on your next turn, you decide that as part of one of your attacks, you would
like to inflict this damage on another creature. In addition to the regular damage of your
attack, you would then add this 14 points of burn damage. If you chose to expend 1 Source to
amplify this attack, you would also roll 3d6 and add that to the damage you deal. Alternatively,
you could hold onto the stored damage for a little while and attempt to absorb more burn damage
from another attack or other source, making the eventual release of the stored-up energy that much
more powerful.
Creative Redirection. Consider how you can use your Entropic Redirection
feature creatively, or what outside-the-box uses it might have. For example, if you
store freeze damage, perhaps you can redirect it into water to freeze the water?
Or perhaps you store electric damage and can use it to jump-start an electric
machine? Work with your GM to see what creative uses you can find for this feature.
Second Reaction
You've become incredibly efficient at storing and redirecting the energy in your environment,
enough so that at 7th level you are quick enough of mind and body to gain a second reaction.
Improved Source
By the time you have reached 9th level, your ability to manipulate the energies
in your immediate environment has greatly improved. From here on out, your Source
has a range of 20m and, whenever you roll to increase or decrease the
amount of damage dealt by an attack, you can now add your INT score to the roll.
Superior Source
At 20th level, the range of your Source is extended to 30m and its base damage die is
increased to 1d8, meaning you roll 6d8 whenever you increase or decrease the damage around
you.
Psychokinetic Class Feats
Psychokinetics learn to focus their practices into a myriad of
abilities, from energy blades to telekinesis to telepathy. These abilities are presented here as
class feats, which may be chosen at levels 2, 6, 11, and 15. However they choose to enhance
their powers, every Psychokinetic is an incredible powerhouse and an impressive force
to be reckoned with.
Novice
You have learned to project your mind outside of your body, allowing you to perceive
events and locations that you are physically separate from. Using 6 seconds (independent of your DEX), you can
project an imperceptible sliver of your consciousness to a single point within 2km
of you that you have been to before, and you can see and hear anything up to 10m
away from that point. If you are personally familiar with a creature or object, you
can use this feat to locate and spy on them and their immediate surroundings so long
as they are within a number of kilometers < your Psychokinetic level. It
costs 1 Source per minute to maintain this projection, and you do not regain Source
during this time.
Prerequisite: Level 6
You’ve gotten better at storing any energy that you’ve redirected, allowing you to
keep any stored damage for twice as long.
This feat allows you to store multiple damage types using your Entropic Redirection
feature. When releasing the energy, such as through a Source attack, you can release
only one type of energy at a time.
Prerequisite: Telepathy
With this feat, you can take one minute to permanently psychically link your mind and one other creature's. While linked in this way, you and the creature can communicate
telepathically with each other at-will regardless of distance and you are both aware of the other's emotional state, both so long as you are each on the same plane. Additionally,
if one of you takes final psychic damage, the other takes half that amount (rounded down to the nearest half), and if one of you dies or begins Enduring,
the other takes final psychic damage equal to the amount of damage that killed or knocked down the dead/dying one.
You can be linked to only one creature at a time.
With this feat, you can use 2 seconds and expend 1 Source to conjure a
weapon of pure psychic energy, so long as you have >1 proficiency with that
weapon's type; you could alternatively expend 2 Source to summon it instantly.
Damage with this weapon uses your proficiency with that weapon’s type,
e.g. if you summon a dagger and have 3 proficiency in Small weapons, that dagger
deals 3d4 + your STR/DEX physical damage. If you conjure a weapon that requires
ammunition, such as a revolver, you can summon up to 10 pieces of ammunition as part
of the same summoning, and must use an additional 2 seconds and 1 Source to summon
up to 10 more; you can have up to 20 extra pieces of ammunition in this way, though
physical ammunition can still be used with your conjured weapon. The weapon is a
color of your choice, translucent, and lasts for as long as you are concentrating on
it (as though concentrating on a spell). Only you can wield this weapon, and it
disappears whenever you lose physical contact with it (except ammunition, which
disappears after it hits or misses). Lastly, while the weapon is summoned, the amount of
Source at your disposal decreases by 1.
Taking this feat allows you to manipulate the matter in your environment
using only your mind. Using this feature, you are able to move as many
objects within 10m of you that you can see as you wish, so long
as their combined weight in pounds does not exceed 50 times your
Psychokinetic level. You cannot lift living creatures or sentient
constructs, including yourself, nor can you use this feature while
wearing armor or shields that impose disadvantage on DEX checks due to
the fine movements required.
If the object you are trying to manipulate is currently being worn or
carried by another creature, they must make a STR check against your
INT check to resist having the object pulled away from them.
Lastly, whenever you make a STR or DEX check or perform an Action Skill that would
normally require the use of your STR or DEX, you can choose to use your INT
instead as you manipulate an object telekinetically rather than manually, so long as
it makes sense for you to be able to do so; for example, you could make a STR or
Sleight of Hand check this way, but not a Swim or Stealth check.
When manipulating objects using your Telekinesis feature, there are 3 types of
manipulation you can perform on an object at any one time: Fine Control, Throw, and
Destruction, which are explained here:
Fine Control. Fine control is used whenever you perform simple actions with an
object you are holding using your Telekinesis feature. Non-combat examples include
using a key on a lock, gently moving or rotating an object in such a way that does
not deal damage, opening doors, etc. During combat, you can exert fine control on an
object as if you were wielding it, however doing so costs 1 Source
for every 2 actions that you perform with a weapon wielded telekinetically,
and you are considered to be concentrating on wielding the telekinetic weapon as though
you were concentrating on a spell. Attacks are mechanically the same as normal,
however instead of adding your STR or DEX to the damage dealt by your attacks, you now add your INT. Though you can hold
more than one object at once using this feature, you can only
exert fine control over one object at a time.
Throw. Throwing an object simply means you are using 1 Source and expending
1 second (independent of your DEX) to launch it up to a distance equivalent to the range of your Telekinesis
- even if it goes beyond the range of your Telekinesis - in a direction of your
choosing. Objects thrown in this way deal 1d6 + your INT base damage scaled to
your Source proficiency.
Destruction. You can expend 1 second (independent of your DEX) and 1 Source to apply raw telekinetic
force to an object, dealing damage to it through sheer force of will and intellect
alone; when you do this, make a Source attack against the object in question,
adding your INT score to the roll (e.g. 1d6 + INT at 2nd level), and measure that
against the object's R-DEF. An object reduced to 0 Health in this way is destroyed.
At Higher Levels. The range and weight limit of this feature
increases as you level up: at 6th level, they become 15m and 75
times your Psychokinetic level, respectively; at 11th level, they
increase to 22m and 100 times your Psychokinetic level; and at
15th level, they become 30m and 150 times your Psychokinetic level.
Prerequisite: Telekinesis
You have learned to use your Telekinesis to better protect yourself, such as by
moving enemies’ attacks aside or cloaking yourself in a thin field of kinetic energy.
Your Natural Armor score is now permanently increased by an amount equal to your INT score.
Prerequisite: Telekinesis
You have learned to use your control over kinetic forces to help keep you alive in
times of crisis. Whenever you make a Fortitude
or Reflex save that involves you moving an object or keeping something at bay,
you can add your INT score in addition to your normal save bonus, as you use your
Telekinesis to either help you move the item or alter its path so that you are no
longer in its way.
You have learned to connect directly to the minds of those around you.
You can now open a telepathic communication channel at will with a
number of creatures up to your INT score within a number of meters
equal to 3 times your Psychokinetic level. This channel can be one-
or two-way, and lasts until you dismiss it, also at will.
In addition, you can use 3 seconds (independent of your DEX) and expend 2 Source to read the surface thoughts
or emotions of one creature within range. When you do, they must make a
Willpower save against your Psycho
Save DR; on a success, they are aware of what you are trying to do and
can choose to let you in or keep you out.
Lastly, you can now use your Source feature on attacks
that deal psychic damage (this does not apply to Entropic Redirection).
Journeyman
Prerequisite: Telepathy
You have developed the power of your mind enough to scramble the minds
of other creatures. Using 3 seconds (independent of your DEX) and 1 Source, pick a single
creature that you can see within range of your Telepathy; that creatures then takes
1d8 + your INT score base psychic damage, scaled to your Source proficiency. If it
takes final damage from this attack, it is stunned
until the start of its next turn.
Additionally, you can now store and redirect psychic damage using
your Entropic Redirection feature if you couldn’t already.
Prerequisite: Telepathy
Your ability to tap into the minds of others can be used to distract your enemies
or enhance the focus of your allies. You can use 3 seconds (independent of your DEX) and 2 Source to touch the mind
of a creature within range of your Telepathy and force
them to make a Willpower save against your
Source Save DR; if they fail, they have disadvantage on everything they do until
the start of your next turn. In addition, if a creature within range of your
Telepathy is forced to make a Willpower save,
you can use your reaction and expend 1 Source to give them advantage or disadvantage.
Lastly, you can now store and redirect psychic damage using your Entropic
Redirection feature if you couldn’t already.
You’ve become far more efficient in your Source use, allowing you to make two
Source attacks before running out of whatever damage you’ve stored. Additionally,
you can now store the energy for twice as long.
Prerequisite: Telekinesis
You are now able to lift and control yourself using your Telekinesis,
granting you a flying speed in meters/sec equal to your INT score.
Prerequisite: Telekinesis
With this feat, you can use 3 seconds (independent of your DEX) and expend 2 Source to create
a barrier of pure telekinetic energy, warding off most things that would attempt to
pass through it. The bounds of this barrier cannot exceed the range of your
Telekinesis, and it lasts a number of minutes equal to double your INT
score or until you dismiss it (no time cost). This barrier is completely transparent,
30cm thick, can be any shape that you choose, and can have up to 300 square meters
of surface area (so it can be a wall 6 meters
high and 15 meters long, a sphere roughly 6 meters in diameter, a cube
with a face length of just over 3 meters, etc.). Creatures targeted by
ranged attacks originating from the opposite side of the barrier have
their R-DEF increased by an amount equal to your Source Save DR. A
creature attempting to get through the barrier must succeed on a STR
check against your Source Save DR to do so. At the end of the barrier's duration,
you can expend 1 more Source to keep it going
for another amount of minutes equal to double your INT score (no time cost).
Prerequisite: Clairvoyance
Psychometry is the ability to sense the emotions and thoughts of the last
creature to have touched an object; using this feat, you can use 3 seconds (independent of your DEX)
and 10 Source to sense the last emotional state and thought of the last creature to
have touched a Big or smaller object that you are touching.
Prerequisite: Telekinesis
Your Telekinesis has grown and developed to allow you to use 3 seconds (independent of your DEX) and 2 Source
(or more on especially dense objects) to reshape the objects you control,
such as warp a sword or sharpen a blunt rock. To do this, you must
already be controlling the object telekinetically. You cannot reshape
an artifact-level enchanted item unless it is already moldable.
Prerequisite: Telepathy
You’ve mastered your mind enough to protect it from any outside sources
or influences. Your thoughts can no longer be read by any means unless
you allow it and your Willpower score is increased by 1, up to 6; if your
Willpower was already 6, then the bonus to it becomes the sum of your CHA and
WIS, rather than just the larger of the two.
Expert
With this feat, you can create limited amounts of energy using naught but the power
of your mind. Using 1 second (independent of your DEX) and 1 Source, you can create an amount of sonic,
kinetic, electric, or heat (or lack thereof) energy to deal a flat 10 points of
corresponding damage, which is immediately stored as though you had gained it from an external
source via your Entropic Redirection feature. You can create multiple bouts of
energy in this manner, however each 10-point amount of energy requires another
second and 1 more Source.
If you have the Psychic Armament feat, you can choose for your summoned
weapon/ammunition to deal a different type of damage than it typically would (e.g.
change a sword's damage type from physical to burn), however doing so costs 1
additional Source at the time the weapon is summoned.
Prerequisite: Telepathy
This feat allows you to use 6 seconds (independent of your DEX) and 10 Source to probe deeper
into a creature’s mind than
just their surface thoughts and feelings. To do this, pick a single creature in
range of your Telepathy; that creature must then make a Willpower
save against your Source Save DR. On a success, it knows what you are
attempting to do and can choose to let you in or keep you out; on a failure, it
knows you are probing its mind but cannot keep you out, and you know the reasoning
behind its actions, its emotional state, and something important to or about it.
Prerequisite: Telepathy
This feat allows you to change up to 10 minutes of a creature’s memory. To do this,
use 6 seconds (independent of your DEX) and 10 Source to pick a single creature within range of your Telepathy, who
must then make a Willpower save against your
Source Save DR. On a success, they know what you are trying to do and can choose to
let you modify their memory or not. On a failure, they are unaware of what you are
doing, and you can select any 10 minutes of their memory and modify it as you see
fit, inserting or removing aspects at your discretion. This change is permanent
unless you later choose to un-modify it, which requires the same process. This can
be performed once between night's or day’s rests.
Master
Prerequisite: Telekinesis
You have become proficient enough at moving inanimate objects that you are now
able to exert control over living creatures as well. Your ability to control living
creatures follows the same restrictions as controlling objects; however, whenever
you attempt to control a creature using your Telekinesis, it must make a
Fortitude save
against your Source Save DR. On a failed save, it is controlled by you as if it were
an inanimate object. Attempting to directly harm the creature (such as tearing
off limbs or crushing organs) costs 3 Source and 3 seconds (independent of your DEX), and it must make a
Fortitude save against your Source
Save DR to resist what you are attempting to do to it. Damaging non-vital organs or
appendages deals an amount of true damage equal to the number of Health Dice the creature has in its statistics
(e.g. ripping off a Combatant's arm would deal 2d8 true damage); ripping off appendages causes the External
Bleeding Lingering Injury, as well as whatever other injury(ies) would suit the nature of the trauma.
Prerequisite: Telepathy
At 15th level, you have learned to fundamentally alter a creature’s worldview
using the power of your mind, and in doing so effectively enslave it. Pick one
creature that you can touch; that creature must make 2 Willpower saves
against your Source Save DR as you use the next minute to attempt to enslave it; one
save at the start of the process, and one at the end. During this time, you are both
incapacitated, and if you take
any damage or are otherwise violently disturbed, your trance ends and they
automatically succeed on their second save. If they pass either of these saves, or
if your trance is interrupted during this time, nothing happens, they are aware of
what you tried to do, you cannot attempt to enthrall them again for another 15 days,
and you cannot attempt to enthrall any other creature for 24 hours.
If they fail both of these saves, they become your thrall and are
considered charmed by you.
They now follow your every order to the letter, including attacking any creatures
they were previously allied with, but not including knowingly hurting or killing
themselves. You are always aware of your thrall’s distance and direction from you,
can read their every thought, and can always communicate with them telepathically,
all regardless of distance, so long as you are both on the same plane.
If you or one of your close allies attacks your thrall, and once
every 48 hours after becoming enthralled, they can make another Willpower save,
and on a success are no longer enthralled by you; if this happens, you are aware of it
immediately, as well as your former thrall’s last known distance and direction from
you if it was on the same plane as you when the effect ended. The effect also ends
if you so choose. You can have only one thrall at a time; if you wish to gain a new
thrall while you already have one, you must end the effect on that one and take a
day’s rest before you can attempt to create a new thrall.