Greater Telekinetics (Su)
Prerequisite: Primary mental attribute 20, must be capable of casting spells
Use: 1 + 1 per 3 HD
Action: Standard
Target: Object or Person targeted
Range: Close (25 ft + 5 ft per 2 HD) @{close_range} ft.
Duration: Instantaneous or 1 minute per HD; see text Instant or @{HD} minutes; see text
Saving Throw: None; see text
Spell Resistance: Yes
Special: At all times, with greater telekinetics, the character can telekinetically wield a weapon using their PMA for the attack modifier and damage modifier.
With this ability one can move objects around and carry them without touching them. There are two major ways to use telekinetics: sustained or as a pulse.
One use of a pulse is to grab any nearby object within range and throw it 100 ft. toward a target. This is considered a ranged touch attack and deals 1d12 per HD. The object thrown cannot weigh more than 500 lbs. The weight of the object doesn't matter, as lighter objects just get thrown faster to make up for the energy: within reason.
Another use of a pulse is to do a disarm, grapple, shove, or trample at a distance. This requires no initial touch attack and goes directly into the opposed roll. Instead of using Dexterity or Strength a telekinetic shove or trample uses the caster's PMA.
When grappling with telekinesis all the options are available with successes in the opposed grapple. This still renders both subjects flat-footed to all other targets due to the concentration required for it. Once a grapple fails the daily use is used up. A grapple cannot be sustained longer than the telekinesis duration, as unlikely as it is to grapple for that long.
A sustained use allows long term manipulation of heavy objects. Largely, pushing and pulling. Pushing an object of 1001 lbs. - 1500 lbs. will fatigue a character after 2 rounds and exhaust a character after 5 rounds. When pushing or pulling things that weigh between 501 lbs. to 1000 lbs. a character will be fatigued after 10 rounds and exhausted after 25.
VTT Macro Description:
@{character_name} activates telekinetics and it can be used to do a number of things. An object that's up to 110 lbs. can
be thrown at a target. The target must be within 60 ft. of the object thrown. This counts as a pulse.
A disarm, grapple, shove, or trample can be attempted without a touch attack. The Opposed roll result will be
[[1d20+@{pma}+(?{Advanced Combat Maneuver bonuses?|0})]]. This counts as a pulse.
It can also be used to push/pull an object weighing up to 1500 lbs, resulting in fatigue after 2 rounds, exhausted after
5 rounds. Push/pull an object weighing up to 1000 lbs, resulting in fatigue after 10 rounds, exhausted after 25. Carry,
push, or pull an object up to 500 lbs. with no ill effects. This effect counts as sustained.
While active a weapon can be wielded with the mind. It will use @{character_name}'s PMA as attack and damage attributes,
but will still use the same base attack bonus. This counts as sustained.
VTT Side Macro:
&{template:custom}
{{title=Greater Telekinetic Throw}}
{{subtitle=@{character_name}}}
{{Ranged Touch Attack=[[1d20+@{magic_touch_attack}+(0?{Do you have any miscellaneous bonuses?|0})]]}}
{{Damage=[[[[@{hd}]]d12+(@{hd}*@{spell_prof})]]}}
{{desc=@{character_name} hurls a heavy object at their foe with dangerous velocity and intent. On a hit, it deals an
appropriate damage to the target. This damage type must be slashing, piercing, or bludgeoning.}}