| Nemitri |
I need to know your opinion to see if this is overpowered or balanced. Constructive Critisism is always welcomed.
Psychic Acrobat
These prodigious thieves blend the subtlest aspects of the mind with the natural cunning of the bandit and the scoundrel, using telekinesis to enhance their natural thieving abilities. Psychic acrobats can pick locks, disarm traps, and lift purses from a safe distance using their ever developing psychic talents. Psychic acrobats are most often found in large, cosmopolitan cities where their talents for telekinetic larceny can be most effectively put to use, prowling the streets, entertaining onlookers, and stealing from the unwary.
Role: With their mastery of telekinesis and acrobatic skills, psychic acrobats can make for confounding and controlling opponents. Ranged legerdemain enhances their skill as thieves, and their ability to make weapons strike from a distance without getting in harm's way allows psychic acrobats the chance to control the flow of battle.
Alignment: Any.
Hit Die: d6.
Class Skills
The psychic acrobat’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy
(Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Knowledge (arcana), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
Table 1–1: Psychic Acrobat
(Sigh, my custom table keeps messing up)
Base attack Bonus: Medium (As Cleric)
Good Saves: Reflex, Will
Manifestation Progression:
Level 1st 2nd 3rd 4th 5th 6th
1st 1 - - - - -
2nd 2 - - - - -
3rd 3 - - - - -
4th 3 1 - - - -
5th 4 2 - - - -
6th 4 3 - - - -
7th 4 3 1 - - -
8th 4 4 2 - - -
9th 4 4 3 - - -
10th 5 4 3 1 - -
11th 5 4 4 2 - -
12th 5 5 4 3 - -
13th 5 5 4 3 1 -
14th 5 5 4 4 2 -
15th 5 5 5 4 3 -
16th 5 5 5 4 3 1
17th 5 5 5 4 4 2
18th 5 5 5 5 4 3
19th 5 5 5 5 5 4
20th 5 5 5 5 5 5
Class Features
The following are class features of the psychic acrobat.
Weapon and Armor Proficiency: Psychic acrobats are proficient with all simple weapons, plus the hand crossbow, rapier,
sap, shortbow, short sword, and with one martial weapon per point of intelligence. They are proficient with light armor, but not with shields.
Cantrips: Psychic acrobats can cast the cantrips Mage Hand and Open/Close at will.
Manifestations: A psychic acrobat can manifest spells drawn from the psychic acrobat lists. A manifestation is neither divine nor arcane but psionic, with the exception that they can be countered and/or dispelled by divine and arcane spells. A psychic acrobat can utilize spell-trigger items if the spell appears on his manifestation list, but not spell-completion items (unless he uses Use Magic Device to do so). The psychic acrobat uses his level as the caster level to determine any effect based on caster level. He/She can manifest any spell he/she knows without preparing it ahead of time. A psychic acrobat automatically knows all manifestations found in his/her list when he/she is high enough to manifest them.To make a manifestation, a psychic acrobat must have an Intelligence score equal to at least 10 + the manifestation’s level. The Difficulty Class for a saving throw against a psychic acrobat’s manifestation is 10 + the spell’s level + the psychic acrobat’s Intelligence modifier. Like other spellcasters, a psychic acrobat can manifest only a certain number of manifestations per day of each manifestation level. His/Her base daily manifestation allotment is given on Table 1–2. In addition, he/she receives bonus manifestations per day if he/she has a high Intelligence score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
Psychic Acrobat Manifestation List
Psychic acrobats gain access to a limited manifestation list. While most of these spells are found in the Core Rulebook, those marked with an asterisk (*) appear in Chapter 5 of he advanced player's guide book.
1st-Level Psychic Acrobat Manifestations—Animate Rope, Feather Fall, Floating Disk, Hold Portal, Jump, Mage Armor, Magic Missile, Shield, Unseen Servant
2nd-Level Psychic Acrobat Manifestations—Entropic Shield, Knock, Levitate, Glide*, Shield of Faith
3rd-Level Psychic Acrobat Manifestations—Fly, Haste, Hold Person, Slow, Twilight Knife*
4th-Level Psychic Acrobat Manifestations—Freedom of Movement, Resilient Sphere, Telekinesis (Sustained force only), Wall of Force
5th-Level Psychic Acrobat Manifestations—Forceful Hand, Hold Monster, Overland Flight, Repulsion(M)
6th-Level Psychic Acrobat Manifestations—Clenched Fist, Reverse Gravity, Telekinetic Sphere
Trapfinding: A psychic acrobat adds 1/2 his/her level to Perception skill checks made to locate traps and to Disable Device
skill checks (minimum +1). A psychic acrobat can use Disable Device to disarm magic traps.
Psionic Points: Psychic acrobats have a daily allotment of psionic points, which are used to fuel many of the psychic acrobat special class features. The psychic acrobat's psionic points pool is equal to 3 + psychic acrobat level + intelligence modifier. In order to regain psionic points, a character must get 8 hours of sleep.
Telekinetic Weapon: Psychic acrobats can manipulate any one handed unattended weapon or one they are weilding, by expending one psionic point, the weapon then can move up to 25 feet (+5 feet per two psychic acrobat levels) per round (up, down, or diagonal) as a move action and strike any target as a standard action (or full-round action if attacking more than once) using your psychic acrobat levels as base attack bonus (which may grant additional attacks) plus your intelligence modifier, the weapon deals normal weapon damage plus intelligence modifier. If you are not proficient with the weapon, you suffer -4 to attack rolls with that weapon. Only melee or thrown weapons can be made into telekinetic weapons, as can weapons with reach.
The attack is treated as a ranged attack, even though it is dealt using a melee weapon, any applicable feat that can be used with ranged weapons can be used with a telekinetic weapon. Telekinetic weapon lasts for a number of rounds equal to your psychic acrobat levels plus intelligence modifier.
When telekinetic weapon is about to end, the weapon hovers back to you and drops by you unless you pick it up (a free action). Concentrating to maintain this effect is trivial and you can perform other actions without breaking the effect, the weapon simply flies back to your location and hovers until given specific commands. You can make attacks of opportunity while maintainig this effect, the weapon can flank an opponent, and can help an ally get one. If an opponent tries to take hold of a telekinetic weapon, treat it as disarm against you, using your psychic acrobat levels as base attack and intelligence instead of strength for you CMD.
Bonus Combat Maneuver Feat: At 2nd level, the psychic acrobat can choose from the following list whenever he/she gains a combat maneuver feat: Improved Bullrush, Improved Disarm, Improved Drag, Improved Feint, Improved Grapple, Improved Steal, and Improved Trip.
At 10th level, add Greater Bullrush, Greater Disarm, Greater Drag, Greater Feint, Greater Grapple, Greater Steal, and Greater Trip to the list.
The psychic acrobat can choose these feats, even if he/she does not have the normal prerequisites. Note that in order to pick the "greater" versions of fetas, you must still have the normal version.
Telekinetic Combat Maneuver:
The psychic acrobat can spent psionic points in order to use any of the listed combat maneuvers mentioned above from a range of 25 feet + 5 feet per two psychic acrobat levels. The psionic points cost of this maneuver depends on the size of the target. You can expend more psionic points than the points needed to be used in order to affect a creature, gaining a size bonus. When you use a psychic combat maneuver treat your size based on the points used (see table 1-2).
Combat maneuvers that require continuous check only use psionic points for the initial maneuver (to a maximum number of rounds equal to your psychic acrobat levels + intelligence modifier).
The psychic acrobat uses his class level instead of his base attack bonus, and his intelligence instead of his strength when determining his telekinetic combat maneuver attack.
Table 1–2: Telekinetic Combat Maneuver
Psionic
Minimum Size Point
Level Size Bonus Cost
2 Diminutive - Medium +0 1
6 Large +1 3
10 Huge +2 5
14 Gargantuan +4 7
18 Colossal +8 10
Ranged Legerdemain (Su): Starting from level 3 a psychic acrobat can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and a psychic acrobat cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. Her/she can only use this ability if he/she has at least 1 rank in the skill being used.
Implements: As a psychic acrobat gains experience, he/she learns a number of implements that aid his/her effectiveness.
Starting at 1st level, a psychic acrobat gains one implement.He/she gains an additional implement for every 2 levels of psychic acrobat attained after 1st level.
Empowered Wielding: The psychic acrobat can animate one two-handed weapon, but it costs 2 psionic points instead of 1 and the duration is halved.
Telekinetic Maneuver Focus: The psychic acrobat gains a +1 bonus with known combat maneuvers made using his/her telekinetic combat ability. This implement can be taken up to 2 times, its effect stacks.
Psionic Reach: Increase the psychic acrobat's telekinetic weapon and psychic combat maneuvers by 10 feet. This implement can be taken up to 3 times, its effect stacks.
Restless Mind: Your telekinetic weapon lasts for 4 additional rounds (or 2 if using a two-handed weapon via Empowered Wielding). This implement can be taken up to 3 times, its effect stacks.
Multifocused: You can use your telekinetic weapon ability to animate another light weapon, but each attack made suffers a -2 penalty, just as if you had two-weapon fighting feat while using a light weapon in your "off-hand", this extra animated weapon deals only half your intelligence modifier damage (minimum 1). You must keep and direct all animated weapons to the same target .You must be at least level 7 in order to take this implement.
Improved Multifocused: You can use your telekinetic weapon ability to animate another light weapon (bringing your total to 3 weapons), but each attack made suffers a -2 penalty, just as if you had multi-weapon fighting feat while using a light weapon in your "off-hands", this extra animated weapon deals only half your intelligence modifier damage (minimum 1).You must keep and direct all animated weapons to a same target.You must be at least level 11 and have Multifocused in order to take this implement.
Psychic Chain (Su): The psychic acrobat attacks enemies in quick succession using an animated weapon. As a full round action, attacks one enemy within range using your full base attack bonus, then another enemy within 15 feet of the primary target at -1 penalty and another one within 15 feet of the secondary target with a -2 penalty, and so forth, until all enemies are hit at least once, no enemy can be hit more than once. Psychic chain can be used once per day, at level 12 can be used two times per day and at level 17 can be used 3 times per day You must be at least level 7 in order to take this implement.
Telekinetic Storm (Su): Releases a devastating attack against all nearby enemies. As a full round action, all enemies within 30 feet radius are battered by all currently animated weapons using your full attack bonus. Telekinetic Storm can be used once per day, at level 16 can be used two times per day and at level 20 can be used 3 times per day. You must be at least level 11 and have Psychic Chain in order to take this implement.
Fling Skywards (Sp): Flings a a group of targets into the air within close range (25 + 5 2/levels), which none can be more than 15 feet apart from one another, you must make a touch attack roll for each flung creature and they are allowed a will save (DC 10+1/2 your class levels + int. modifier) to avoid the effect, the total weight limit cannot exceed 325 pounds. Each creature flung travels 10 feet per psychic acrobat levels, and unless prevented somehow, 1 round after using fling skyward, they take 1d6 falling damage per 10 feet traveled from the impact. Fling skywards can be used once per day, and at level 19 can be used two times per day. You must be at least level 15 in order to take this implement.
Evasion (Ex): At 4th level and higher, a psychic acrobat can avoid even magical and unusual attacks with great agility. If he/she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he/she
instead takes no damage. Evasion can be used only if the psychic acrobat is wearing light armor or no armor. A helpless psychic acrobat does not gain the benefit of evasion.
Uncanny Dodge (Ex): Starting at 4th level, a psychic acrobat can react to danger before his/her senses would normally allow him/her to do so. He/she cannot be caught flat-footed, even if the attacker is invisible. He/she still loses her Dexterity bonus to AC if immobilized. A psychic acrobat with this ability can still lose his/her Dexterity bonus to AC if an opponent successfully uses the feint action (see Chapter 8) against him/her. If a psychic acrobat already has uncanny dodge from a different class, he/she automatically gains improved uncanny dodge (see below) instead.
Improved Uncanny Dodge (Ex): A psychic acrobat of 8th level or higher can no longer be flanked. This defense denies rogues the ability to sneak attack the character by flanking him/her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Deflect Arrows Feat (Ex): At level 8 the psychic acrobat gain the deflect arrows feat even if he/she do not meet the requirements.
Deflect Arrows (Combat)
You can knock arrows and other projectiles off course,
preventing them from hitting you.
Prerequisites: Dex 13, Improved Unarmed Strike.
Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would
normally be hit with an attack from a ranged weapon, you may def lect it so that you take no damage from it. You
must be aware of the attack and not f lat-footed. Attempting to def lect a ranged attack doesn’t count as an action.
Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural
attacks or spell effects can’t be deflected.
Telekinetic Deflection (Su): Beginning at level 12 once per day, as an immediate action, a psychic acrobat can reflect unusual massive ranged weapons (such as a boulder, ballista bolts, spells, or spell-like effects) back at its caster. This ability can be used twice per day at level 17.
Improved Evasion (Ex): Available from level 16. This works like evasion, except that while the psychic acrobat still takes no damage on a successful Reflex saving throw against attacks, he/she henceforth takes only half damage on a failed save. A helpless psychic acrobat does not gain the benefit of improved evasion.
Psionic Epiphany: At 20th level, the psychic acrobat makes an incredible discovery about his/her powers; He/she gains 5 additional psionic points, his/her telekinetic weapon penalty for using non-proficient weapons becomes 0. Once per day you can make a free telekinetic combat maneuver or telekinetic manifestation.
Prestige Classes and Psychic Acrobats
Psychic acrobats benefit in a specific way from prestige classes that have "+1 existing arcane spellcasting class" or "+1 of existing spellcasting class" as a level advacement benefit, a psychic acrobat taking levels in a prestige class does not gain any of his/her class benefits but the prestige class effectively stacks to determine his/her manifestations effective level, as well as his/her telekinetic weapon and telekinetic combat menuver class feature.
New Feats
Extra Implement
Prerequisite: Level 1 Psychic Acrobat
Benefit: You can gain one additional Implement that you can qualify for.
Extra Psionic Points
You can use your psionic pool more times per day than most.
Prerequisite: Psionic points class feature.
Benefit: Your psionic points pool increases by 2.
Special: You can gain Extra Psionic Points multiple times. Its effects stack.
Nimble Thoughts
With a moment's thought, you can replenish the use of a psychic ability.
Prerequisite: Dex 15, Int 15, Psychic acrobat level 10, Nimble Moves feat, and an Implement or class feature with daily uses.
Benefit: Once per day, whenever you use an implement or class feature with daily limits, you can, as a free action, gain back the daily use of that implement.
Special: You can gain Nimble Thoughts multiple times. Its effects stack.
Telekinetic Combat Maneuvers Special Annotations
Telekinetic Bull Rush
You can make a bull rush as a standard action, in place of an attack. only bull rush an opponent who is no more than one size category larger than your current telekinetic combat maneuver size bonus. A bull rush attempts to push an opponent straight back without doing any harm. If you do not have the Improved Bull
Rush feat, or a similar ability,you suffer a -8 penalty to your telekinetic combat maneuver. If your attack is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your opponent’s CMD you can push the target back an additional 5 feet. You cannot move with the target. If your attack fails, nothing happens An enemy being moved by a bull rush does not provoke an attack of opportunity because of the movement unless you possess the Greater Bull Rush feat. You cannot bull rush a creature into a square that is occupied by a solid object or obstacle. If there is another creature in the way of your bull rush, you must immediately make a combat maneuver check to bull rush that creature. You take a –4 penalty on this check for each creature being pushed beyond the first. If you are successful, you can continue
to push the creatures a distance equal to the lesser result. For example, if a psychic acrobat bull rushes a goblin for a total of
15 feet, but there is another goblin 5 feet behind the first, he must make another combat maneuver check against
the second goblin after having pushed the first 5 feet. If his check reveals that he can push the second goblin
a total of 20 feet, he can continue to push both goblins another 10 feet (since the first goblin will have moved a
total of 15 feet).
Telekinetic Disarm
You can attempt to disarm your opponent in place of a melee attack. If you do not have the Improved Disarm feat,
or a similar ability, attempting to disarm a foe imposes a –8 penalty on the attack. If your attack is successful, your target drops one item it is carrying of your choice (even if the item is wielded with two hands). If your attack exceeds the CMD of the target by 10 or more, the target drops the items it is carrying in both hands (maximum two items if the target has more than two hands).If you successfully disarm your opponent without using a weapon (or if you possess the multifocused implement), you may automatically spend 1 psionic point to use your telekinetic weapon ability upon the item dropped. You can attempt to telekinetically disarm an opponent while concentrating with a telekinetic weapon, but you cannot spend a psionic point to animate the disarmed weapon unless you possess the Multifocused implement.
Telekinetic Drag
You can attempt to drag a foe as a standard action. You can only drag an opponent who is no more than size category larger than your current telekinetic combat maneuver size bonus. The aim of this maneuver is to drag a foe in a straight line behind you without doing any harm. If you do not have the Improved Drag feat or a similar ability, you suffer a -8 penalty.
If your attack is successful, your target is moved 5 feet back, in a straight line. For every 5 by which your attack exceeds
your opponent’s CMD, you can drag the target back an additional 5 feet. You can move the target to a maximum of 25 feet plus 5 more feet per two class levels. An enemy being moved by a drag does not provoke an attack of opportunity because of the movement unless you possess the Greater Drag feat. You cannot move a creature into a square that is occupied by a solid object or obstacle. If there is another creature in the way of your movement, the drag ends adjacent to that creature.
Stability: Some characters or types of creatures prove particularly sure-footed, making them more diff icult to overthrow and move around the battlef ield. Any racial ability that grants a bonus to CMD versus bull rush attempts grants the same bonus against drag combat maneuvers.
Telekinetic Feint
Feinting is a standard action that can be done while using a telekinetic weapon. To feint, make a Bluff skill check. The DC of this check is equal to 10 + your opponent’s base attack bonus + your opponent’s Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent’s Sense Motive bonus, if higher. If successful, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before your next turn. When feinting against a nonhumanoid you take a –4 penalty. Against a creature of animal Intelligence (1 or 2), you take a –8 penalty. Against a creature lacking an Intelligence score, it’s impossible. Feinting in combat does not provoke attacks of opportunity.
Feinting as a Move Action: With the Improved Feint
feat, you can attempt a feint as a move action.
Telekinetic Grapple
As a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have Improved Grapple, grab, or a similar ability, attempting to grapple a foe you suffer a -8 penalty. If successful, the target gains the grappled condition (see the Appendices) but you do not. You can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from the target. If you do not release the grapple, you must continue to make
a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5
circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling
an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of
the following actions (as part of the standard action spent to maintain the grapple). Move: You can move both the target and/or yourself up to half your speed. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.
Damage: You can inf lict damage to your target equal to 1d6 + intelligence modifier (crushing). This damage can be either lethal or nonlethal.
Pin: You can give your opponent the pinned condition (see Appendix 2).
Tie Up: If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Maneuver Bonus (instead of your CMD). The ropes do not need to make a check every round to maintain the pin. If you are grappling the target, you can attempt to tie him up in ropes, but doing
so requires a combat maneuver check at a –10 penalty. If the DC to escape from these bindings is higher than 20 + the target’s CMB, the target cannot escape from the bonds, even with a natural 20 on the check.
If You Are Grappled: If you are grappled, you can attempt to break the grapple as a standard action by spending 1 psionic point and making a combat maneuver check (DC equal to your opponent’s CMD; this does not provoke an attack of opportunity). If you succeed, you break the grapple and can act normally. Alternatively, if you succeed, you can become the grappler, grappling the other creature (meaning that the other creature cannot freely release the grapple without making a combat maneuver check). Instead of attempting to break or reverse the grapple, you can take any action that requires only one hand to perform, such as use a manifestation or make an telekinetic attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you. See the grappled condition for additional details. If you are pinned, your actions are very limited. See the pinned condition in Appendix 2 for additional details.
Multiple Creatures: Multiple creatures can attempt to grapple one target. The creature that first initiates the grapple is the only one that makes a check, with a +2 bonus for each creature that assists in the grapple (using the Aid Another action). Multiple creatures can also assist another creature in breaking free from a grapple, with each creature that assists (using the Aid Another action) granting a +2 bonus on the grappled creature’s combat maneuver check.
Telekinetic Steal
You can attempt to take an item from a foe as a standard action. This maneuver can be used to take any item that is neither held nor hidden in a bag or pack. You must select the item to be taken before the check is made. Items that are simply tucked into a belt or loosely attached (such as brooches or necklaces) are the easiest to take. Items fastened to a foe (such as cloaks, sheathed weapons, or pouches) are more difficult to take, and give the opponent a +5 bonus (or greater) to his CMD.
Items that are closely worn (such as armor, backpacks, boots, clothing, or rings) cannot be taken with this maneuver.
Items held in the hands (such as wielded weapons or wands) also cannot be taken with the steal maneuver—you must
use the disarm combat maneuver instead. The GM is the final arbiter of what items can be taken. If you do not have
the Improved Steal feat or a similar ability, attempting to steal an object you take a -8 penalty. If your attack is successful, you may take one item from your opponent. You can move the stolen item 25 feet + 5 feet per two class levels. Your enemy is immediately aware of this theft unless you possess the Greater Steal feat.
Telekinetic Trip
You can attempt to trip your opponent in place of a melee attack. You can only trip an opponent who is no more than size category larger than your current psychic combat maneuver size bonus. If you do not have the Improved Trip feat, or a similar ability, you take a -8 penalty. If your attack exceeds the target’s CMD, the target is knocked prone. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has. Some creatures—such as oozes, creatures without legs, and f lying creatures—cannot be tripped.