Post by cvasquez on Oct 20, 2020 16:25:41 GMT
You were born with a gift, a talent. This talent was not only the gift of telekinesis, but of a mind able to truly use it. You are not a weak psionic who stays away and cowers in battle. You are a warrior. One who fights in the front lines with the power they wield, the power they have, the power that is rightfully theirs.
Tier 1
Telekinetic Aura - At birth, you were born with a greater power emanating from you. This aura is your mental prowess enhancing your physical body past it's normal boundaries. When attacked, add one fourth of your Intelligence unto the defending roll as a bonus against physical attacks.
Enhanced Mind - With this greater power, your brain's ability to process ability has far exceeded that of a normal human. Gain X to Intelligence based off of this class' level.
Tier 2
Empowered Strikes - You've been training with your Aura. A few new tricks have made themselves available, such as being able to attack in melee range with Intelligence instead of Robustness through flaring your Aura outwards during the strike to surround the weapon/body part used. This may only be used once per encounter.
Deafen Blow - As time goes on, you notice that your Telekinetic Aura is improving! Twice per encounter, you may defend against a physical attack with Intelligence! Using your powerful Aura, you exert a vast amount of pressure to deter incoming objects! However, if you expend your usage of Deafen Blow, you may not use Telekinetic Aura for the rest of the encounter.
Tier 3
Telekinesis!? - You were bound to get the base form of this gift eventually. Through extending your mental prowess, you may affect non-sentient objects from a distance and move them around. You can lift a small amount of weight depending on your Intelligence, and you wield weapons at half effectiveness if done through this method. (When using a weapon through this method, cut all rolls involving the weapon in half.)
Tactile Jump - Things are just coming to you now. Those tests that used to stress you out seem to just be a breeze now, you can see so much more to the world then those fancy tests. You've learned how to use your aura to empower your body, specifically, your jump. You may now flare your aura underneath you to perform a super jump based off of Intelligence.
Tier 4
Heightened Awareness - Your Aura is getting all the more sensitive... To most people, this word means it's weaker, but for you... It's only getting stronger. Your aura can now sense when objects are approaching you within ten feet from any angle, even if you can not see them.
Telekinetic Aura (Bonus) - It's growing. It's expanding. It's powerful. Your aura is starting to further encompass your body as a whole, and even your spiritual being. You may now add one fourth of your Intelligence as a bonus unto your defensive roll for all types of attacks.
Tier 5
Psycho Pulse (Unique) - You've got this. No one else can understand what power you hold other than you. It's just too complex, too amazing, too powerful... What if you used it to affect the minds of others instead of just yourself? Once per day, you may roll Intelligence to attempt to impair all enemies on the battlefield with a random mental condition. Saving rolls are done with Perspicacity unless another ability gives another method against mental attacks. (Roll a 1d4 for each target that failed the saving roll. 1 = Berserk. 2 = Frenzy. 3 = Confusion. 4 = Fear.)
Enhanced Body - Your aura has begun to empower your body. Through constant strain and constant training, your body grows just as your mind does. Gain X/2 to Vitality where X is your levels in this class.
Tier 6
Telekinesis!? (Bonus) - Woaaah, it's almost like you just took steroids for your brain. A few strange drinks that were supposed to increase your memory did so much more than that! Now, you can lift a larger amount of weight with your Intelligence for non-sentient materials! You no longer suffer a penalty when wielding weapons through this method.
Tier 7
Empowered Strikes (Bonus) - Your aura has become top tier, one of the best, something that you have control over... And with this much control, it's easier to manipulate it to your needs. You may now use Empowered Strikes with no negatives as many times during a day as you please.
Tier 8
Deafen Blow (Bonus) - Your Aura's become stronger than before, strong enough that it seems to even branch out to your allies. Tethering itself to the drastically weaker Telekinetic Auras they have. You may now use Deafen Blow on yourself as many times as you wish. The ability to use Deafen Blow as a defense for one ally is a possibility, but using it once will not allow you to use Telekinetic Aura for the rest of the encounter.
Tier 9
Aura Burst - You've been training for a long time. You know you have this. You are a warrior. A warrior not of the body, but of the mind. You've far surpassed those that have tried to surpass you, telling you Brawn of Brains... But you know, in the end, that you could survive anything they can throw at you... But can they survive what you throw back at them? Through a massive bust of energy from your Aura, you may give up Telekinetic Aura for the rest of the encounter to attempt to reflect any physical attack targeted at you. (Roll your Intelligence as a defense. If it is successful, damage is reflected back to the assailant. Not all damage is reflected, and it is up to DM discretion to decide how much is reflected.)
Tier 10
Psycho Pulse (Unique Bonus) - The minds of people are so fragile... But it seems like the body needs the mind. The mind needs the body. One can not function without the other. What if you could force your aura to explode outwards in a way that not only affected peoples mental states... But what about their bodies too? Your Aura has gained the ability to affect other people's Auras. If you manage to overpower them, their Aura will begin to attack themselves through many different methods of either damaging their body or freezing/burning enough to apply a status effect. Once per day, roll your Intelligence and either target someone's body or mind. (If targeting their mind, use the Tier 5 version. If targeting their body, the defender must use Vitality unless they have an ability that states otherwise. If they fail the save, roll a 1d6. 1 = Bleed. 2 = Burn. 3 = Stun. 4 = Poison. 5 = Sleep. 6 = Freeze.)
fuck- gain x/4 to persp where x is persp i hate my life im editting this in at 2 am on a school night