Telekinesis
You can project physical force at a distance.
Actions allowed:
- Grab: std, ranged, concentration; you attempt to seize control of an object or creature.
- Target must be medium size or smaller.
- If target is a creature, or a sentient, animate object, it is allowed a Cha save to repel your control, ending the effect.
- Once you control target, you gain the following actions:
- Throw: std, ranged; roll a skill check. You push the target (up to) that many feet.
- If you push them upward, reduce distance by 50%.
- If target strikes a hard surface, they suffer light damage for every 5 you rolled. (10 = 2x light, 15 = 3x, etc)
- If target strikes a hazard, such a spiked wall, they suffer whatever normal damage the hazard does in addition.
- If target strikes a secondary target such as an object or creature, split the damage between them equally.
- To hit a secondary target that is capable of avoiding attacks, treat your skill check as a ranged attack roll.
- Throwing the target ends the Grab effect.
- Move: swift, ranged; roll a skill check. You slowly move the target half that many feet; they do not move quickly enough to take damage if they encounter an obstacle.
- Wield: if you are grabbing a weapon, you may wield that weapon at range as if you were holding it in melee, using your Telekinesis skill for attack rolls.
- Throw: std, ranged; roll a skill check. You push the target (up to) that many feet.
Focus
- For 1 Focus Point, you can increase the target's size limit by 1 category. Max points spent on this = your rank
Expert Uses
- swift push/pull without damage
- can catch small objects pulled to self
- reaction to deflect projectiles
- can parry with force