Storyteller House Rule
Like the biowarrior, the telekineticist’s destructive powers often leads her to a career as a bodyguard, mercenary, or operative of some kind. Equipped with potent abilities rivaling the firepower of a well-armed Marine, a telekineticist’s weapons elude detection by mundane examination. Other Mindwalkers tend to regard telekineticists (Teke or TKs for short) as crude bruisers, but they'll still move aside when one walks by on the street.
In the Verge: Serving in the ultra-secure Division 8 of the Concord Executive Authority, several extremely powerful Tekes have appeared at the Lighthouse with an unknown agenda. These Concord Mindwalkers are quietly seeking out information regarding the mysterious ancient ruins on Atlas.
Telekineticists or “Tekes” are to telekinesis what telepaths are to telepathy. Their abilities usually manifest at an early age, creating an almost complete reliance on the mind to move things rather than the body. This causes a few accidents before the teke learns to overcome the mental habit of “thinking equals doing” and relapses do happen. That risk means tekes don't usually receive sanctioning to use their skills professionally. Nevertheless, their abilities are in high demand-especially tor handling hazardous materials.
To qualify to become a Teke, a character must fulfill the following criteria.
The following information pertains to the Teke advanced class.
Hit Die: 1d
Action Points: + one-half character level, rounded down, every time the Teke attains a new level in this class.
The Teke’s class skills (and the key ability for each skill) are:
Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Computer Use (Int), Concentration (Con), Decipher Script (Int), Demolitions (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Drive (Dex), Escape Artist (Dex), Forgery (Int), Gamble (Wis), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Investigate (Int), Jump (Str), Listen (Wis), Move Silently (Dex), Navigation (Int), Pilot (Dex), Repair (Int), Research (Int), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Treat Injury (Wis), Tumble (Dex)
Skill Points at Each Level: + Int modifier.
The following features pertain to the Teke advanced class.
Class Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Defense Bonus | Reputation Bonus |
1st |