User:Aarnott/Sandbox5

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Telekinesis Based Class -- Force Master

Table: The Force Master

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +2 Force Strike, Force Push
2nd +1 +0 +0 +3
3rd +2 +1 +1 +3
4th +3 +1 +1 +4
5th +3 +1 +1 +4
6th +4 +2 +2 +5
7th +5 +2 +2 +5
8th +6/+1 +2 +2 +6
9th +6/+1 +3 +3 +6
10th +7/+2 +3 +3 +7
11th +8/+3 +3 +3 +7
12th +9/+4 +4 +4 +8
13th +9/+4 +4 +4 +8
14th +10/+5 +4 +4 +9
15th +11/+6/+1 +5 +5 +9
16th +12/+7/+2 +5 +5 +10
17th +12/+7/+2 +5 +5 +10
18th +13/+8/+3 +6 +6 +11
19th +14/+9/+4 +6 +6 +11
20th +15/+10/+5 +6 +6 +12

Class Skills (4 + Int modifier per level, ×4 at 1st level)
TODO

Force Strike (Su): A force master can strike his opponents with a burst of telekinesis that impacts almost like a punch in the face. If he succeeds against a ranged touch attack against a target in short range, he deals 1d4 force damage per force master level.

Force Push (Su): A force master can forgo 1d4 force damage when making a force strike to push the target 10ft away from him (this must be a straight line). He can choose to forgo any number of additional 1d4 force damage dice to add another 5 ft. to this distance per damage die lost. The target is entitled to a fortitude save DC (DC 10 + 1/2 class level + Charisma Modifier) to avoid being pushed.


Other ability ideas

Force Pull

  • Disarm
  • Trip
  • Move them towards you

Flight

  • Use the telekinesis to propel yourself around for a time

Hold Person

  • Hold a person using telekinesis

Wall of Force

  • Use it in conjunction with force push to deal lots of damage.

Strong Push

  • If the target hits a wall, it is as if they had flown at least X ft. for determining damage (so if they are standing beside a wall, you can smash them into the wall without them needing to fly through the air.

Vertical Push

  • You can use one quarter of your push distance to move the target in a vertical direction. If you push them against the ground, you can make a trip attempt (TODO) and it counts as if they had moved one quarter your push distance for the purposes of triggering damage. So if you have a 20 ft. push and you push the target 10 ft. away from you and 5 ft. down, it is as if you pushed them 5 ft. for the purposes of dealing damage (you would deal 2d6 damage).

Improved Force Push

  • Increase the push damage from 2d6 to 3d6

Greater Force Push

  • Increase the push damage from 3d6 to 4d6 -- at 20th level this ends up dealing 40d6 damage.

Multi Push

  • Lose 5 ft. of push power to be able to target another creature within 10 ft. of your original target

Improved Multi Push

  • You can use multi push on 2 extra creatures, expending an extra 5ft. each time. Use a 30ft. radius instead.
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