Saturday Potpourri – Telekinetic Bloodline (Sorcerer Bloodline)

Telekinetic Bloodline

Mind over matter is more than just a cliche in your family.  You understand the power of the mind to affect the physical world with thoughts alone.  Even without magic, you bend the physical world to your will.

Class Skill: Sleight of Hand.

Bonus Spells: break (3rd), levitate (5th), force punch (7th), telekinetic charge (9th), telekinesis (11th), disintegrate (13th), reverse gravity (15th), iron body (17th), telekinetic storm (19th).

Bonus Feats: Combat Casting, Dodge, Improved Initiative, Intuitive Spell, Quick Draw, Quicken Spell, Skill Focus (Sleight of Hand), Spell Focus.

Bloodline Arcana: You are considered to have CL +1 when casting spells drawn from the telekinetic bloodline bonus spells list.

Bloodline Powers: Anything that can be moved, can be used as a weapon.  With telekinetics, a beer mug can be deadly.

Telekinetic Sling (Su)

At 1st level, you can launch bullet sized objects within 5 feet of you at enemies as a ranged attack. Telekinetic sling has a range of 30 feet plus 5 feet for every 3 levels, for a maximum range of 60 feet at 18th level. Telekinetic sling does 1d4 + your Charisma modifier damage. At 3rd level and every 2 levels after until 9th level, you may launch an additional projectile, for a maximum of 5 projectiles a 9th level. You must be able to see the objects in order to launch them. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Distant Disarm (Su)

At 3rd level, as a standard action, you can attempt to telekinetically disarm an opponent within 30 feet.  Use your Charisma modifier in place of your Strength modifier when calculating your CMB for distant disarm. You can use this ability a number of times per day equal to your Charisma modifier.

Phantom Grapple (Su)

At 9th level, as a standard action, you can attempt to telekinetically grapple an opponent within 30 feet. Use your Charisma modifier in place of your Strength modifier when calculating your CMB for phantom grapple. You can use this ability a number of times per day equal to your Charisma modifier.

Hostile Levitation (Su)

At 15th level, you gain the ability to levitate creatures against their will as a standard action. Aside from its involuntary nature and duration, hostile levitation functions like the 2nd level spell.  You may use hostile levitation a number of rounds per day equal to 3 + your Charisma modifier. Maintaining hostile levitation requires your concentration. You can dismiss hostile levitation as a free action. A creature targeted by hostile levitation may attempt a Will save (DC 10 + your sorcerer level + your Charisma modifier) at the end of its turn each round in order to negate hostile levitation.

Telekinetic Bastion (Su)

At 20th level, you gain DR 10/- against all attacks that you can see.



About mmiller

Mike Miller first discovered RPG’s in the days of TSR. The mention of a beholder or mind flayer still twists his guts with nervous dread, though now with a tinge of nostalgia. He had no publishing experience prior to writing for the OGN, (unless you consider one year as editor of a University Historical Review), but has long enjoyed creating histories and legends for his homebrewed worlds.

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