Telekinesis

The ability to manipulate, move, or interact with objects and creatures without contact with thought is known as Telekinesis.


 * Key Ability Score: Dexterity is the key ability score of Telekinesis.
 * Discipline Skill: Sleight of Hand
 * Discipline Special: Zeeks that take Telekinesis gain the ability to manipulate two hands worth of objects weighing less than 5lbs, or with a bulk of 1 or less so long as these objects are within 30 feet. This also allows you to push buttons or pull levers, or otherwise do two hands worth of actions at a range of up to 30 feet.

Telekinetic Barrier (Level 1+)
You can spend a Resolve Point as a standard action to create a nearly invisible barrier of force. The barrier stands vertically, as a wall, and may have its borders be free standing, or connect to existing structures such as ceilings, floors, walls, or the ground. The barrier spans up to an area of 50 feet plus 10 feet per Zeek level. The barrier lasts for 1 round per Zeek level and is very difficult to damage. It has a hardness equal to twice your ranks in Sleight of Hand, and 50 Health Points per point of Dexterity modifier you possess. Gases and other airborne toxins may still penetrate the barrier without any difficulty.


 * Power Boost [level 3+]: You may spend a Psychic Point to create the barrier horizontally. This barrier may be used as a bridge or floor and can support up to 100 bulk per Zeek level. If this amount is exceeded, the barrier vanishes. You may also choose to create the barrier as a hemisphere, protecting you and creatures inside, or trapping creatures inside. You may also choose to spend a Psychic Point to instead increase the duration to 1 minute per Zeek level.
 * Power Surge [level 10+]: You may spend an additional Psychic Point to increase the hardness to double your ranks in Sleight of Hand or increase the duration to 1 hour per Zeek level.

Telekinetic Deflection (Level 1+)
As a reaction, you can spend a Resolve Point to attempt to mentally deflect an incoming attack. When a creature attempts to attack you, but before the results of the attack are known, you increase your EAC and KAC each by 5 until the beginning of your next turn. If this would prevent that attack from hitting, the attack is deflected.


 * Power Boost [level 7+]: You may spend a Psychic Point to reflect the attack back on the attacker. Compare their attack roll − 4 to their EAC or KAC. If the attack roll is higher, they are hit with their own attack. If multiple attacks are deflected while this ability is active, you may spend an additional Psychic Point per attack for this benefit.
 * Power Surge [level 10+]: You may spend an additional Psychic Point to redirect the attack against any creature within the attacker's range, comparing the attack roll − 4 to that creature's EAC or KAC (whichever the attack would target) and resolving the attack against that creature as normal. If multiple attacks are deflected while this ability is active, you may spend an additional Psychic Point per attack for this benefit.

Telekinetic Disarm (Level 1+)
You can spend a Resolve Point and spend a full round action making a special combat maneuver against a target within 30 feet as if you were adjacent. You use your Dexterity modifier in addition to your Strength modifier for this maneuver, and if you fail, the target is considered flat-footed until your next turn. Disarmed weapons may be flung in any direction and land 10 feet away from their owner, plus 5 feet for every 5 points by which you beat the DC.


 * Power Boost [level 5+]: You may spend a Psychic Point to affect a second creature within 30 feet, using the same combat maneuver and the same combat maneuver roll.
 * Power Surge [level 10+]: You may spend an additional Psychic Point to affect a third creature within 30 feet, or alternately, to roll your combat maneuver check twice and use the better roll.

Telekinetic Flight (Level 1+)
You can spend a Resolve Point as a standard action or reaction to gain the ability to glide downward and forward from a height, descending at a rate of 5 feet per round, and moving forward at a rate of 20 feet per round and turning up to 90 degrees as you like. This prevents falling damage. This effect lasts for 1 minute per Zeek level.


 * Power Boost [level 3+]: You may spend a Psychic Point to instead gain the ability to move as normal while levitating 5 foot off the ground. This allows you to ignore difficult terrain, and whenever you roll an Acrobatics or Athletics check, you may also roll a Sleight of Hand check and take the higher roll. Alternately, you may target another creature within 30 feet with the effects of the lower level version of this ability. This effect lasts for 1 minute per Zeek level.
 * Power Surge [level 7+]: You may spend an additional Psychic Point to fly at a speed of 40 feet per round with perfect maneuverability. This effect lasts for an hour per Zeek level.

Telekinetic Grapple (Level 1+)
You have learned to use telekinesis to hold a target in place. You can spend a Resolve Point and spend a full-round action making a special grapple combat maneuver against a target within 30 feet as if you were adjacent. You use your Dexterity modifier in addition to your Strength modifier for this maneuver, and if you fail, your target is considered flat-footed until your next turn. If you succeed, your target is grappled. Unlike a normal grapple, the target cannot attempt to escape with a grapple combat maneuver and may only attempt to escape using the escape task of the Acrobatics skill. You may only grapple one creature at a time in this way. You may renew this grapple as you would a normal grapple without spending an additional Resolve Point. If the target escapes, however, you must activate this ability again.


 * Power Boost [level 5+]: You may spend a Psychic Point to affect a second creature within 30 feet, using the same combat maneuver, and the same combat maneuver roll. Both grapples are renewed with a single roll each round. You may choose to spend an additional Psychic Point any time you renew a grapple to gain this benefit again.
 * Power Surge [level 10+]: You may spend an additional Psychic Point when you activate the ability to automatically pin your target(s) anytime you successfully renew the grapple.

Telekinetic Inertia (Level 1+)
You can spend a Resolve Point as a standard action to gain an invisible aura of inertial dampening. Your body is coated in force, and you gain temporary hit points equal to your Zeek level. These hit points last 24 hours, or until depleted. Multiple uses of this ability do not stack, new temporary hit points replace old ones.


 * Power Boost [level 3+]: You may spend a Psychic Point to instead gain temporary hit points equal to twice your Zeek level.
 * Power Surge [level 10+]: You may spend an additional Psychic Point to gain the ability to expend your remaining temporary hit points to gain them as bonus damage on a single attack, made as a full-round action. You must specify that you are doing this before the attack is rolled, and if the attack misses, the temporary hit points are lost.

Telekinetic Lift (Level 1+)
You can spend a Resolve Point as a standard action to target a creature or object within 30 feet. That creature must make a fortitude save against a DC equal to 10 + you Dexterity modifier + your ranks in Sleight of Hand or be immobilized and lifted 5 feet off the ground. The creature cannot move from their space but can take other actions as normal. This effect lasts as long as you spend a standard action to maintain it each round, and the creature may make a new save each round.


 * Power Boost [level 3+]: You may spend a Psychic Point to target a second creature within 30 feet with this ability. Both creatures must save against the effect, and you may maintain the effect on both creatures simultaneously. Alternately, you may spend a Psychic Point each round to prevent the creature affected by the lower-level version of this ability from making a new save when you maintain the ability that round.
 * Power Surge [level 10+]: You may spend an additional Psychic Point to target a third creature within 30 feet with this ability. All creatures must save against the effect, and you may maintain the effect on all creatures simultaneously. Alternately, you may spend a Psychic Point each round to prevent the creatures affected by the lower-level version of this ability from making a new save that round.

Telekinetic Mental Blast (Level 1+)
Your Mental Blast is a burst of telekinetically thrown objects. You mentally launch small objects at target within 30 feet, dealing bludgeoning, piercing or slashing damage to that target. This damage may be lethal or nonlethal. The target makes a Reflex save against a DC of 10 + your 1/2 Zeek level + your Dexterity modifier or takes half damage. If they fail the save, they take full damage.


 * Power Boost [level 3+]: You may spend a Psychic Point to instead deal force damage with your blast, and if the creature fails their save, they are treated as if they had been bull rushed, and are pushed 5 feet away from you per 3 Zeek levels.
 * Power Surge [level 7+]: You may spend an additional Psychic Point to inflict an additional 2d6 force damage.

Telekinetic Push (Level 1+)
As a full action, you can spend a Resolve Point to make a special bull rush combat maneuver against a target within 30 feet as if you were adjacent. You use your Dexterity modifier in addition to your Strength modifier for this maneuver, and if you fail, your target is considered flat- footed until your next turn.


 * Power Boost [level 3+]: You may spend a Psychic Point to bull rush all creatures within 10 feet instead. If you select this as an Improved Power, all bull rushed creatures are knocked prone.
 * Power Surge [level 7+]: You may spend an additional Psychic Point to roll your combat maneuver check twice and use the better roll.

Telekinetic Shunt (Level 1+)
As a standard action, you can spend a Resolve Point to mentally move another willing creature across the battlefield. You may use your mind to move an ally to a square within 15 feet which they are willing to move to. This has no effect on an unwilling target.


 * Power Boost [level 3+]: You may spend a Psychic Point to prevent this movement from provoking attacks of opportunity. Additionally, the distance moved may now be up to 30 feet.
 * Power Surge [level 10+]: You may spend an additional Psychic Point to move three allies at once with this ability.

Telekinetic Sunder (Level 1+)
As a full action, you can spend a Resolve Point to make a special Sunder combat maneuver against an attended or unattended object within 30 feet as if you were adjacent. You use your Dexterity modifier in addition to your Strength modifier for this maneuver, and if you fail, any creature holding the object is considered flat-footed until your next turn. On a successful check, you deal an amount of damage to the object equal to your Telekinetic Mental Blast damage. If you successfully destroy the item in this way, you may choose to cause the item to Implode, crushing it and dealing the half the damage to anything inside, or explode, scattering its parts and dealing half the damage to anything adjacent. Creatures may make a Reflex save against DC of 10 + your ranks Sleight of Hand + your Dexterity modifier to take no damage from the destroyed object.


 * Power Boost [level 3+]: You may spend a Psychic Point to deal double your Mental Blast damage to the object on a successful check instead. Additionally, you may target vehicles with this ability now.
 * Power Surge [level 10+]: You may spend an additional Psychic Point to roll your Combat Maneuver Check twice and use the better roll.

Telekinetic Trickery (Level 1+)
As a full action, you can spend a Resolve Point to make a special Dirty Trick combat maneuver against a target within 30 feet as if you were adjacent. You use your Dexterity modifier in addition to your Strength modifier for this maneuver.


 * Power Boost [level 3+]: You may spend a Psychic Point to effect a second creature within 30 feet, using the same combat maneuver, and the same combat maneuver roll.
 * Power Surge [level 7+]: You may spend an additional Psychic Point effect a third creature within 30 feet, or alternately, to roll your combat maneuver check twice and use the better roll.

Telekinetic Volley (Level 1+)
You can spend a Resolve Point and make a single ranged attack as a full action to use your mind to guide your projectiles, gaining a +2 to the attack.


 * Power Boost [level 5+]: You may spend a Psychic Point as part of a ranged full attack, gaining a +2 bonus to those attacks.
 * Power Surge [level 10+]: You may spend an additional Psychic Point roll the attack twice and take the higher roll when you make a single ranged attack as a full action as part of this ability.

Telekinetic Weapon (Level 1+)
You can spend a Resolve Point as a swift action to gain the ability to attack with a weapon you are holding telekinetically. The weapon must be less than 1 bulk, and it floats within 5 feet of you, and gains 10 feet of reach if it did not already have reach. You may attack with it as normal, but using your Dexterity modifier in place of your Strength modifier. The weapon may be wielded telekinetically for 1 round per Zeek level. If it is a ranged weapon, you increase its range by 30 feet.


 * Power Boost [level 3+]: You may spend a Psychic Point to extend the reach of your telekinetically wielded weapon to 15 feet until the beginning of your next turn. If it is a ranged weapon, you increase its range by 60 feet instead of 30 feet.
 * Power Surge [level 10+]: You may spend an additional Psychic Point make a single attack with the weapon as a full action against any target within 30 feet. If it is a ranged weapon, you increase its range by 100 feet instead of 60 feet or 30 feet.

Telekinetic Weapon (Level 1+)
You can spend a Resolve Point as a standard action to telekinetically crush the internal workings of a creature within 30 feet. The creature must make a save against DC of 10 + your ranks in Sleight of Hand + your Dexterity modifier or be staggered for 1 round. This ability doesn't affect constructs. You may maintain this ability as a move action each round, but the creature makes a new save each round.


 * Power Boost [level 3+]: You may spend a Psychic Point each round you maintain the ability to prevent the creature effected by the lower level version of this ability from making a new save that round. Alternately, you may spend a Psychic Point to cause creatures who fail their save to take damage equal to half your mental blast damage.
 * Power Surge [level 10+]: You may spend an additional Psychic Point when you maintain the ability to both deny the creature a save and deal damage equal to half your mental blast damage. Additionally, creatures affected are stunned instead of staggered.