The Master of the Unseen Hand
(Revised)
Lv. Base Att. FortRef.Will Class Abilities
Bonus SaveSaveSave
1st +0 +0 +0 +2 Improved Caster Lv.
Versatile Telekinesis
Telekinetic Wielder
2nd +1 +0 +0 +3 Sustained Concentration
Full Att. Telekinesis
3rd +2 +1 +1 +3 Improved Violent Thrust
Spell Penetration
4th +3 +1 +1 +4 Telekinetic Two-Weapon Fighting
Improved Lift 50 lb./Caster Lv.
5th +3 +1 +1 +4 Fling
6th +4 +2 +2 +5 Pebble Shot, Improved Telekinetic
Two-Weapon Fighting
7th +5 +2 +2 +5 Greater Lift 100 lb./ Caster Lv.
8th +6 +2 +2 +6 Greater Spell Penetration
Greater Violent Thrust
9th +6 +3 +3 +6 Telekinetic Multiweapon Fighting,
Flay
10th +7 +3 +3 +7 Rearrange
HD = 1d6
Requirements:
To qualify to become a Master of the Unseen Hand, a character must fulfill all the following criteria.
Arcane Caster level: +9.
Knowledge (Arcana) 10 ranks.
Spellcraft: 10 ranks
Feats: Combat Casting
Special: Ability to cast the Telekinesis spell or use Telekinesis as a spell-like ability.
Class Skills:
The wizard’s class skills are Appraise (Int), Craft (Int), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).
Skill Ranks per Level: 2 + Int modifier.
Improved Caster LV.
At 1st lv. a Master of the Unseen Hand begins his relentless focus on the power of
telekinesis. He adds his levels in Master of the Unseen Hand to his caster level (whether
from actual spellcasting levels or determined by the spell like ability) when using his
telekinesis ability.
Versatile Telekinesis
At 1st lv. a Master of the Unseen Hand learns to combine the 3 versions of the telekinesis
spell or ability, switching from one to another as he likes. The violent thrust version still
ends the effect.
Telekinetic Wielder
A Master of the Unseen Hand develops the ability to wield weapons with his telekinetic
power. By maintaining concentration on the combat maneuver version of telekinesis,
a Master of the Unseen Hand of 1st lv or higher can make a single Attack. with an unattended
weapon or one he is holding, moving the weapon up to 20 feet before the att. Resolve
the Att. as normal, except that the weapon movement doesn’t provoke Att. of
opportunity. The Master of the Unseen Hand’s Base Attack Bonus on this combat
maneuver attempt is equal to his caster level plus his intelligence modifier (if a wizard)
or charisma modifier (or if creature with the telekinesis supernatural or spell-like
ability). Any weapon-related feats the master of the unseen hand has (such as and power
attack) do not apply when he’s telekinetically wielding a weapon.
Sustained Concentration
At 2nd lv a Master of the Unseen Hand becomes adept at moving and fighting while
maintaining his telekinesis ability. It only takes a move action not a standard action,
to use the sustained force version of telekinesis or simply to maintain concentration
so the ability doesn’t end). The Master of the Unseen Hand can even cast another spell
while maintaining concentration on telekinesis, but doing so requires a successful
concentration check as if the caster were distracted by a nondamaging spell.
Full Attack Telekinesis
At 2nd lv, a Master of the Unseen Hand is as skilled in telekinetic combat as a fighter is
with melee combat. When using the combat maneuver version of telekinesis or wielding
a weapon telekinetically, the Master of the Unseen Hand can make a full attack,
potentially attacking, bull rushing, disarming, grappling, or tripping more than once per
round. Just as with nontelekinetic attacks, the master of the unseen hand gains an
additional attack for every 5 points of base attack bonus above +1 (using caster level
for base attack bonus as described in the telekinetic wielder description).
Improved Violent Thrust
At 3rd lv, a Master of the Unseen Hand’s violent thrust version of telekinesis becomes
more effective. He uses his caster level in place of his base attack bonus when
making the attack roll, and he uses his Int mod (if a wizard) or a Cha mod (if a
sorcerer or a creature with the telekinesis supernatural or spell-like ability) as a
bonus on damage rolls if he hurls weapons at the target. Finally, using a violent
thrust no longer ends the telekinesis effect, but the master of the unseen hand
can’t make another violent thrust for 1d4 rounds.
Spell Penetration Feat
At 3rd lv a Master of the Unseen Hand gains the Spell Penetration feat even if he
don’t meet the requirements. If you already have Spell Penetration Master of the Unseen
Hand gain Greater Spell Penetration.
Improved Lift
At 4th lv a Master of the Unseen Hand can now lift 50 lb. per telekinesis caster level. To a
maximum of 1,000 lbs.
Telekinetic Two-Weapon Fighting
At 4th lv a Master of the Unseen Hand gains the use Two-Weapon Fighting feat when
using the telekinesis spell, or spell-like ability. This feat can only be used when the
Master of the Unseen Hand is telekinetically wielding a double weapon or two weapons.
Fling
At 5th lv Master of the Unseen Hand can use the violent thrust version of telekinesis to
hurl a creature strait up, or slammed into the ground down. The target is allowed a will
save (and spell resistance) to negate the effect. The Master of the Unseen Hand can lift a
creature into the air a max distance of 10 ft. per caster level. At the beginning of the
character’s next action, the creature falls to the ground, taking 1d6 points of damage per
10 ft. fallen. Unlike other times when a Master of the Unseen Hand uses the violent thrust
version of telekinesis, flinging a foe skyward immediately ends the telekinesis effect. At
8th level Fling does not end the spell. Also the Master of the Unseen Hand can pound a foe
into the ground, (for those foes that can fly) doing 1d6 points of damage per caster level.
Pebble Shot
At 6th lv. the Master of the Unseen Hand will be able to “shoot” one pebble per caster level
(a max of 15) in a line up to the max range of the telekinesis spell 400 ft. + 40/level. The
pebble(s) deal 1d6 points of damage each. The pebble stop at the first target hit. There is no
spell resistance, (the pebble is doing the damage, not the spell) but the target gets a reflex
save for half damage, and in addition must make a fort save or be pushed back 5 ft. and fall
prone.
Improved Telekinetic Two-Weapon Fighting
At 6th lv. the Master of the Unseen Hand gains the use Improved two-weapon fighting feat
when using the telekinesis spell, or spell-like ability. At no other time can the feat be used.
(unless he has the feat normally)
Greater lift
At 7th lv the Master of the Unseen Hand can now lift 100 lb. per caster level, no maximum.
Greater spell penetration
At 8th lv. a Master of the Unseen Hand gains the Greater spell Penetration feat. If he
already has this feat, nothing happens.
Greater violent thrust
At 8th lv the Master of the Unseen Hand use of the violent thrust version improves again.
He can now use the violent thrust option once per round. (Including “Fling”)
Telekinetic Multiweapon fighting
At 9th lv. Master of the Unseen Hand is able to use multiple weapons at the same time (but
only when using telekinesis) up to one extra weapon for every 4 caster levels. As per the
Multiweapon fighting feat found in the monster manual p. 304. Only when using the
telekinesis spell, or telekinesis spell-like ability.
Flay
At 9th level the Master of the Unseen Hand literally rips the skin, bones, or anything else
that he wants. (I.e. from ripping a femur out of a warrior, or ripping the plates of an iron
golem off) Only incorporeal creatures are immune. Doing 6d6 points of damage per
round of concentration, and also holds the target immobile. The victim of this effect gets a saving throw as per the telekinesis spell, as well as spell resistance.
Rearrange
At 10th level a Master of the Unseen Hand’s control of telekinesis has grown to such a
level that he has control over the very elements of the periodic table. Rearrange allows
him to use four effects. First, he can heat up the molecules by making them move faster,
or cool them down by moving them slower, as per the heat and chill metal spells, with
no upper limit to how hot the item can get until it melts (or burns, as in wood) or shatters when it runs out of hit points. (with saving throw as appropriate for a 5th lv. spell) Second, he can harden or soften items. As per the 6th level spell in the “Hardening” P. 99 of the Magic of Faerun. If used on wood, 10 cubic feet/ caster level. If used on metal, 1 cubic foot/ caster level. Third, he can fix or repair items. By mimicking the effects of the Mending” and “Make Whole” spells. He can also repair constructs at the rate of 1d8+1/CL (max +20)/ round of concentration. Lastly, The Master of the Unseen Hand can also alter the atoms of the elements. (I.e. turn lead into gold, or steel to mithreal) but using this power takes a heavy toll, it uses the entire Master of the Unseen Hand’s 5th lv.
spell slots, plus a pound of material takes one hour to transmute, and uses up 1000 of exp.
After which, the Master of the Unseen Hand cannot use the telekinesis spell again until
he rests and regains his spells for the day.
Telekinesis
School transmutation;
Level sorcerer/wizard 5
Casting Time 1 standard action
Components V, S
Range long (400 ft. + 40 ft./level)
Target or Targets see text
Duration concentration (up to 1 round/level) or instantaneous; see text
Saving Throw Will negates (object) or none; see text; Spell
Resistance yes (object); see text
You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.
Sustained Force: A sustained force moves an object weighing no more than 25 pounds per caster level (maximum 375 pounds at 15th level) up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance. This version of the spell can last 1 round per caster level, but it ends if you cease concentration. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops. An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require DC 15 Intelligence checks.
Combat Maneuver: Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, you use your caster level in place
of your Combat Maneuver Bonus, and you add your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier. No save is allowed against these attempts, but spell resistance applies normally. This version
of the spell can last 1 round per caster level, but it ends if you cease concentration.
Violent Thrust: Alternatively, the spell energy can be spent in a single round. You can hurl one object or creature per caster level (maximum 15) that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects.
You can hurl up to a total weight of 25 pounds per caster level (maximum 375 pounds at 15th level). You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer). Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects).
Objects and creatures that miss their target land in a square adjacent to the target. Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves (and spell resistance) to negate the effect, as are those whose held possessions are targeted by the spell. If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).