Kinetic

Prerequisites: Psychic, Psychokinesis

Improved Telekinesis
Target: Any object that you may lift.
Effect: Add your INT modifier doubled to your CON modifiers and multiply the total by 5 pounds. This represents the weight you may lift and items you may target with Telekinesis, while within X meters, where X is your INT modifier. While in this range, you can handle items with great finesse, as if they were in your hands.

Telekinetic Fighter
Static
Effect: You are able to make damaging attacks using your Telekinesis. You gain the feat "Weapon of Choice: Telekinesis". However, when making an Arms Attacks with Telekinesis, you may target a foe up to X meters away, where X is your INT modifier. You may target foes that you know of but cannot see, as long as they are within range. Add your INT modifier to your damage dealt instead of your STR, DEX, or CON.


Brain Rend
Prerequisites: Kinetic, Intelligence 22
At-Will - Drains 5 of user’s HP per use.
Trigger: You make an Arms Attack using Telekinesis.
Effect: Your attack deals Psychic-Type Damage, and does Special Damage.

Crushing Prison
Prerequisites: Kinetic, Gravity
At-Will - Drains 15 of user's HP per Use
Target: Pokemon or Trainers
Effect: Gravity Well may only be used when the area is warped. When you use Crushing Prison, the area stops being warped. The target is then trapped for 1d4+2 turns. As long as the target remains trapped, it is not immune to Ground-Type attacks, and all attacks targetting it need -2 to hit. At the beginning of the target’s turn, if the target is Trapped, roll 1d12 and the target loses that much HP. Do not apply weakness or resistance to the HP lost. Do not apply stats to the HP lost.

Force Shove
Prerequisites: Kinetic
At-Will
Target: Trainers or Pokemon
Effect: Fling the target a number of Meters equal to your INT Modifier, minus the target's Weight Class. If the target is pushed into Blocking Terrain, it takes 2d10 damage. If the target is pushed into another Legal Target, both take 1d10.

Kinesis
Prerequisites: Kinesic
At-Will - Drains 5 of user’s HP per use.
Target: Trainers or Pokemon
Effect: Use the move Kinesis. You may use Kinesis only during your turn, and only once per turn. Your own moves and attacks are never affected by your own Kinesis.

Kinetic Assault
Prerequisites: Kinetic, one of Crushing Prison, Force Shove, or Telekinetic Lift
At-Will
Trigger: You roll 17-20 with an Arms Feature when using Telekinesis.
Effect: You may use Crushing Prison, Force Shove, or Telekinetic Lift on the target as a free action. You must possess the feat in question, must pay Drain costs as normal, and must meet any other requirements to normally use that feature.

Kinetic Body
Prerequisites: Kinetic
Static
Effect: Using your mental abilities to enhance your physical body becomes second nature to you. You may add your INT Modifier to the result whenever you make a STR or DEX check. Your overland movement capability is increased by X, where X is your INT modifier.

Kinetic Shield
Prerequisites: Kinetic, Kinesis
Static
Effect: You gain 10 Damage Reduction as long as you are standing in a Kinesis wall that you have created.

Magic Bounce
Prerequisites: Kinetic, Intelligence 24
At-Will - Drains 20 of user’s HP per use.
Target: Trainers or Pokemon
Effect: Use the Move Magic Bounce.

Mental Fortitude
Prerequisites: Kinetic, Intelligence 26, Level 15
Static
Effect: At the beginning of each encounter, you gain a Fortitude Pool equal to your Intelligence Stat. Whenever you would Drain HP to use a Feature, you may instead subtract that total from your Fortitude Pool. Any Drain not covered by your Fortitude Pool carries over to your HP.

Telekinetic Lift
Prerequisites: Kinetic, Kinesis
At-Will - Drains 7 of user’s HP per use.
Target: Trainers or Pokemon
Effect: Use the Move Telekinesis.

Telekinetic Master
Prerequisites: Kinetic, 4 Kinetic Features
At-Will - Drains 10 of user's HP per use.
Trigger: You make an Arms Attack using Telekinesis.
Effect: Choose One: Your attack is a 6-meter Beam, or a 3-Meter Blast.

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