Some combatants use weapons, while others turn psionic energy into brutal attacks of pure force. The telekinetic weaponmaster bridges melee prowess with psychokinetic energy to become a whirlwind on the battlefield, his weapon flying about and devastating nearby enemies. Skilled telekinetic weaponmasters learn to simultaneous wield a weapon conventionally and wield a weapon using only the power of telekinesis.
Role
Although the concept might imply a ranged combatant, the telekinetic weaponmaster is best when in the front lines, striking at foes in melee or nearby.
Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | |
---|---|---|---|---|---|
1st | +1 | +0 | +1 | +0 | Telekinetic reach, telekinetic throw |
2nd | +2 | +0 | +1 | +0 | Telekinetic block |
3rd | +3 | +1 | +2 | +1 | Telekinetic weaponry, telekinetic whirlwind |
Class Skills (2 + Int modifier per level): Arms Lore, Deception, Intimidate, and Psi Lore.
Entry Requirements
Base Attack Bonus: +5.
Feats: Psionic Meditation, Psionic Weapon.
Psionics: Must be able to manifest far hand or telekinetic force.
Class Features
Weapon and Armor Proficiency
A Telekinetic Weaponmaster gains no proficiency with any type of weapon, armor, or shield.
Telekinetic Reach
As long as you maintain psionic focus, you gain reach with one melee weapon you are wielding. If the melee weapon you are wielding already grants reach, the reach is increased by 5 ft. At 3rd level, you can use this ability when dual wielding and have it affect both weapons.
Telekinetic Throw
At 1st level, you can expend your psionic focus to throw a melee weapon. The attack is resolved as a melee attack against one enemy within 30 ft. as a standard action. The weapon thrown is treated as if it had the Returning special ability.
Telekinetic Block
When you reach 3rd level, you gain a +1 deflection bonus to AC while you maintain psionic focus. You may expend your psionic focus as a free action to increase this deflection bonus to +4 until the beginning of your next turn.
Telekinetic Weaponry
At 3rd level, you may wield melee weapons as normal and also have a weapon that is wielded telekinetically as if you had an extra hand. The weapon must remain within 20 ft. of you. You designate one square within this range and can make attacks ad attacks of opportunity from that square as well as the square which you actually occupy. This telekinetically-wielded weapon does not benefit from additional attacks from effects such haste or feats that grant extra attacks, nor can it make iterative attacks. Attacking with this weapon is a standard action, as normal for making a weapon attack with a held weapon, and doesn’t grant you any extra attacks, unless you make a full attack.
Telekinetic Whirlwind
As a standard action, you may designate a 10 ft. square within 20 ft. and make a single melee attack against each enemy inside that square using a weapon you are wielding. You resolve each attack separately.