Old World» Telekinetic Force
Type
Psychokinesis
Display
Visual
Manifesting Time
1 standard action
Range
Close (25 ft. + 5 ft./2 levels)
Target
One or more objects or creatures with a total weight of 250 lbs. or less
Duration
Concentration, up to 1 round/level, or instantaneous; see text
Saving Throw
None or Will negates (object); see text
Cost
5 pp (A)

You can use this power in one of three ways:

Telekinetic Thrust

You can create an instantaneous force, hurling one or more objects or creatures. You can hurl one object or creature per manifester level, as long as all are within the power’s range and each is no more than 10 feet away from another one. Each object or creature can be hurled a maximum distance of 10 feet per level. You may hurl all the objects at a single target, or each at a different target, or anything in between.

The number of objects you can hurl at any given target is limited by the relative sizes of the hurled object and the target. At any given target, you can only hurl one object of the same size as, or larger than, that target. Objects smaller than the target count as one-half of an object of the next highest size category, for this purpose. (Thus you could hurl a Medium-sized barrel at a human, but not two such barrels at the same human. Alternatively, you could hurl two cats and a dog—i.e., two Tiny creatures and one Small one—at the same orc, because those animals add up to one Medium-sized object.)

You must succeed on ranged attack rolls (one per creature or object thrown) to hit the target of the hurled items with the items, applying your manifesting ability modifier to the attack roll instead of your Dexterity modifier. Hurled weapons deal their standard damage (your Strength bonus does not apply; arrows or bolts deal damage as daggers of their size when used in this manner). Other objects deal damage ranging from 1 point per 25 pounds of weight (for less dangerous objects such as an empty barrel) to 1d6 points per 25 pounds of weight (for hard, dense objects such as a boulder), to a maximum of 20d6.

Creatures who fall within the weight capacity of the power can be hurled, but they are allowed Will saves to resist the effect, as are those whose held possessions are targeted by this power.

If you use this power to hurl a creature against a solid surface, it takes damage as if it had fallen half the distance that you hurled it.

When used in this way, the weight limit of telekinetic force applies to the total weight of all hurled objects and/or creatures, the power’s duration is instantaneous.

Telekinetic Maneuver

You can affect a foe by concentrating your mind upon its current status and the status you desire, once per round. You can perform a bull rush, a disarm, a drag, a grapple (including a pin), or a trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, you use your manifester level in place of your base attack bonus, you use your manifesting ability modifier in place of your Strength modifier, and a failed attempt doesn’t allow a reactive attempt by the target (such as normally allowed on disarm or trip attempts).

When used in this way, the weight limit of telekinetic force applies to whatever you are trying to affect, which depends on the maneuver you are attempting (e.g., if you attempt a bull rush, the weight limit applies to your opponent; if you attempt a disarm, the weight limit applies only to your target’s weapon). No save is allowed against these attempts.

When used to perform telekinetic maneuvers, this power lasts for as long as you concentrate, up to 1 round per manifester level.

Telekinetic Charge

You can telekinetically launch an ally (or yourself) across the battlefield to anywhere within this power’s range. While moving, your ally is flying just above the ground unless you wish otherwise. Movement from this power provokes attacks of opportunity as normal, although you can lift your ally over objects or out of enemy reach, as long as your ally remains within range. If your ally lands adjacent to an opponent, he can spend an immediate action to make a melee attack against that opponent with a +2 bonus on the attack roll. At your option, you can launch your ally at an opponent in such a way that your ally can instead attempt a bull rush combat maneuver instead of a melee attack, with a +2 bonus on the combat maneuver check.

When used in this way, the power’s duration is instantaneous.

Augment

You can augment this power in one or more of the following ways.

  1. For every additional power point you spend, the target weight limit increases by 25 pounds. Additionally, for every 2 power points spent in this way, this power’s save DC increases by 1 (if using this power to create a telekinetic thrust), or you gain a +1 bonus to your combat maneuver check (if using this power to perform telekinetic maneuvers), or the bonus to your ally’s melee attack roll or combat maneuver check increases by +1 (if using this power to perform a telekinetic charge).
  2. If you spend 3 additional power points, this power’s range increases to Medium (100 ft. + 10 ft./level).