Thursday, December 6, 2018

Class: Telemancer

Telemancer


For some rare mutants, telekinesis comes easy. Their power gains strength and range, and eventually they gain the ability to lift themselves aloft and fly.

Requirements

To qualify as a Telemancer, a character must fulfill the following criteria.
Base Attack Bonus: 4
Template: Telekinesis mutation
Alignment: Any

Class Information

The following information pertains to the Telemancer prestige class.
Hit Die
Telemancers gain 1d6 hit points per level. The characters CON modifier applies.
Armor and Weapons
Telemancers can make use of light armor and simple weapons. they can not use shields.
Action Points
Telemancers gain a number of action points equal to 5 plus one-half their character level, rounded down, every time they attain a level in this class.
Class Skills
The Telemancer’s class skills are as follows:
Autohypnosis, Bluff, Concentration, Disable Device, Intimidate, Search, Spot and Survival
Skill points at Each level: 3 + INT modifier
Lv  BAB  Fort  Ref  Will  Special
1   +0   +0    +0    +2   Increase Range
2   +1   +0    +0    +3   Increase Strength
3   +1   +1    +1    +3   Increase Range
4   +2   +1    +1    +4   Increase Strength
5   +2   +1    +1    +4   Increase Range
6   +3   +2    +2    +5   Increase Strength
7   +3   +2    +2    +5   Increase Range
8   +4   +2    +2    +6   Increase Strength
9   +4   +3    +3    +6   Increase Range, Flight
10  +5   +3    +3    +7   Increase Strength

Class Features

Increase Range: The telemancer increases his effective range by 20’ cumulative every time they gain an odd numbered level.
Increase Strength: Sustained Force increases by +20 pounds and +5 feet per round. Combat Maneuvers gain a +1 to hit. Violent Thrust increases by +10 pounds, +5 feet and/or +1 damage. All effects are cumulative per even level.
Flight: The telemancer gains the Telekinetic Flight mutation for free.

No comments:

Post a Comment