Difference between revisions of "Feats/Kinetomancer"
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The objects and creatures you may lift are restricted by size; the largest object you can lift is given in the chart below: | The objects and creatures you may lift are restricted by size; the largest object you can lift is given in the chart below: | ||
{{#:{| class="wikitable" | {{#!:{| class="wikitable" | ||
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! Caster<br>Level !! Object<br>Size !! Sample<br>Object !! Bludgeon<br>Damage | ! Caster<br>Level !! Object<br>Size !! Sample<br>Object !! Bludgeon<br>Damage | ||
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Changing a sustained force’s orders is a move action. | Changing a sustained force’s orders is a move action. | ||
You cannot sustain combat-related uses of | You cannot sustain combat-related uses of mage hand (combat maneuvers, bludgeons, etc.), nor complicated tasks (make a wagon load itself with stones and move them to another location, etc.).}} | ||
{{AbilityCard|Hostile Lift|You may spend a spell point to lift an unwilling creature with mage hand. | {{AbilityCard|Hostile Lift|You may spend a spell point to lift an unwilling creature with mage hand. |
Latest revision as of 19:00, 20 January 2022
Main > Feats |
(Arcane, Force, School)
You can lift and move objects through magic.
Mage Hand
As a standard action you can use mage hand to lift one unattended object or willing creature within Close range and move it up to 20 ft, + 5 ft per 5 caster levels.
The object levitates as long as you concentrate, have line of sight, and the object remains within Close range.
The objects and creatures you may lift are restricted by size; the largest object you can lift is given in the chart below:
Caster Level |
Object Size |
Sample Object |
Bludgeon Damage |
---|---|---|---|
1st | Fine | Marble | 1 |
1st | Diminutive | Dagger | 1d2 |
3rd | Tiny | Candelabra | 1d3 |
5th | Small | Heavy Shield | 1d4 |
8th | Medium | Cage | 1d6 |
— | Large | Statue | 1d8 |
— | Huge | Wagon | 2d6 |
— | Gargantuan | Catapult | 3d6 |
— | Colossal | Ship | 4d6 |
This assumes the object is made from a dense material, such as stone. Objects made of lighter materials, mostly open space, or reduced to 1/2 weight with the lighten feat of the enhancement school count as being one size category smaller, while weightless objects count as being 2 size categories smaller for this purpose.
Your mage hand is simple and cannot perform dexterous actions (tying a knot, opening a book, turning a key, etc.).
Any object you control with mage hand has a touch AC of 10 + your casting ability modifier + any size modifier, and a CMD of 10 + your caster level + your casting ability modifier + the object’s size modifier.
You gain the following special uses of mage hand when you gain this sphere:
Sustained Force
You may, as a free action, spend a spell point to no longer need to concentrate to maintain lifting a particular object for up to 1 minute per caster level.
You may give a sustained force simple orders (float in the air, go north, follow a target) that it obeys to the best of its ability.
Changing a sustained force’s orders is a move action.
You cannot sustain combat-related uses of mage hand (combat maneuvers, bludgeons, etc.), nor complicated tasks (make a wagon load itself with stones and move them to another location, etc.).
Hostile Lift
You may spend a spell point to lift an unwilling creature with mage hand.
The target is allowed a Will save to negate this effect, plus an additional Will save each round the effect is maintained. If a hostile lift is sustained with Sustained Force, it only lasts until the target succeeds at its save.
A creature may suffer falling damage if they successfully save while floating high in the air.
Bludgeon
When you use a lifted creature or object to strike another creature or object (moving the object into the target’s square and ramming them), you must succeed at an attack roll using your base attack bonus plus your casting ability modifier against the target.
On a successful hit, the target and the bludgeon take damage depending on the bludgeon’s size. If the bludgeon is a weapon, the attack deals appropriate damage for that weapon (bolts and arrows are treated as daggers for this purpose). Since weapons are designed to deal damage, it does not suffer damage if used as a bludgeon.
Catch
If using mage hand on a projectile or thrown object within your size limit (often as a readied action), you may stop the attack from dealing damage. The originator of the attack (the creature who threw the projectile, etc.) is allowed a Will save to negate this ability.
After catching an object, you may move it as normal for your telekinesis.
If you do not have a caster level and spell pool, you gain an effective caster level of 1, a spell pool of 1 and use your highest mental ability as your casting ability score. These do not stack the caster level and spell pool granted by the casting and spell pool class features.
15. COPYRIGHT NOTICE
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
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