Protokinesis Feats
UltimateSpheresofPower.jpg
Ultimate Spheres of Power
$29.99
Protokinesis feats represent innate telekinetic abilities, powers usable with minimal thought and effort in contrast to the magic of the Telekinesis sphere. They often develop unintentionally, without need for training or even awareness of them.

Unless noted otherwise, the benefit granted by any protokinesis feat is a spell-like ability with a caster level equal to your character level. In addition, protokinesis feats do not function when you are unconscious.

The effects of protokinesis feats last indefinitely unless otherwise noted, though they may be dismissed as a free action, or restarted as a standard action if they have been dispelled or dismissed.

Counterweight (Protokinesis)

Prerequisites: Acrobatics 3 ranks, Telekinesis sphere.

Benefit: By applying your telekinetic powers to your own body you can stand on surfaces that could not normally support your weight, allowing you to balance on a single thread or walk across liquid, though you must still attempt Acrobatics checks to balance on narrow or difficult surfaces. You cannot walk on normal gaseous substances such as air or clouds, though you could balance on a solid fog spell. In addition, you may add your casting ability modifier as a bonus to Acrobatics checks.

Force Shield (Protokinesis)

Prerequisite: Telekinesis sphere.

Benefit: By forming a thin field of telekinetic force with your hand as a swift action you can gain a +2 shield bonus to your armor class, +1 per 5 caster levels in Telekinesis. This counts as a shield, except it imposes no spell failure or armor check penalty. You must keep at least one hand free to maintain your force shield.

Gravitic Anomaly (Protokinesis)

Prerequisites: Telekinesis sphere, Counterweight.

Benefit: Due to your control over your personal gravity, you can move on walls and ceilings and other surfaces as if they were the ground. If you are tripped or fall prone, the area’s normal gravity reasserts itself and you fall to the ground, taking falling damage as appropriate for your distance above the ground.

Kinetic Drift (Protokinesis)

Prerequisites: Telekinesis sphere, Counterweight, character level 5th.

Benefit: You can float above the ground instead of walking. You can hover up to 1 foot above the ground, allowing you to ignore difficult terrain. When falling you may choose to descend at a slower rate to control your fall and to negate all falling damage you would take. Each round you descend 30 feet, and may move in another direction for 30 feet. You may choose to drift sideways, gliding forwards while descending, or down, safely increasing your rate of descent. You may even choose to drift ‘upwards’ to reduce your rate of descent, even allowing you to negate it entirely and hover midair.

Mind Limb (Protokinesis)

Prerequisite: Telekinesis sphere.

Benefit: Your telekinetic powers give you an additional arm made of telekinetic force. Your telekinetic limb functions much as a normal arm can, but to an extent can also act independently.

As a swift action you can use it to draw a sheathed or hidden weapon, ready a shield, retrieve a stored item, load a crossbow, open a door, pick up an unattended item, sheathe or store an item, or take other non-offensive actions involving manipulating objects. Your telekinetic limb cannot effectively wield weapons or shields or activate magic items, but can pass such items to another hand as part of any other action it takes.

Telekinetic Exoskeleton (Protokinesis)

Prerequisites: Telekinesis sphere, character level 3rd.

Benefit: With your telekinesis you can supplement your physical skills. As a swift action you can give yourself one of the following benefits:

  • Dampening Field: You gain temporary hit points equal to your casting ability modifier.
  • Propelling Force: You gain a +10 feet enhancement bonus to your movement speeds.
  • Tactile Telekinesis: You add your casting ability modifier as a bonus to Strength checks, and Climb and Swim checks. These benefits lasts indefinitely. If you activate one of these benefits while a previous benefit is still in effect, the first benefit ends immediately.

Touchsense (Protokinesis)

Prerequisites: Perception 5 ranks, Telekinesis sphere.

Benefit: You can use your telekinesis to sense your surroundings, passively measuring vibrations in the ground. You gain tremorsense with a 15 feet range.

Special: If you possess the Kinetic Sense talent, add 15 feet to the range of the tremorsense it provides.


Spheres of Power by Drop Dead Studios
Using Spheres of Power
Classes
Armorist Elementalist Eliciter Fey Adept
Hedgewitch Incanter Mageknight Shifter
Soul Weaver Symbiat Thaumaturge Wraith
Prestige Classes
Bokor Forest Lord Tempestarii Waking Sleeper
Spheres
Alteration Blood Conjuration Creation
Dark Death Destruction Divination
Enhancement Fallen Fey Fate Illusion
Life Light Mana Mind
Nature Protection Telekinesis Time
War Warp Weather
Other Spheres
Bear Technomancy
Rules
About Advanced Magic Advanced Talents Alternate Racial Traits Casting Traditions
Incantations Magical Items Mythic Spheres Rituals
Spellcrafting Traits Wild Magic Sphere Bestiary
Equipment
Weapons Armor Equipment Special Materials
Alchemical Items Apparatuses Charms Compounds
Implements Marvelous Items Scrolls Spell Engines
Feats
Admixture Anathema Aristeia Chance
Channeling Combat Companion Counterspell
Drawback Extra General Item Creation
Metamagic Necrosis Protokinesis Proxy
Racial Ritual Squadron Surreal
Teamwork Theurge Wild Magic
Get Ultimate Spheres of Power Get the Original RulebookU
Get Expanded OptionsU Get Expanded Options 2
Alteration HandbookU Conjuration HandbookU Creation HandbookU Dark HandbookU
Death HandbookU Destruction HandbookU Divination HandbookU Enhancement HandbookU
Fate HandbookU Illusion HandbookU Life HandbookU Light HandbookU
Mind HandbookU Nature HandbookU Protection HandbookU Telekinesis HandbookU
Time HandbookU War HandbookU Warp HandbookU Weather HandbookU
Spheres Apocrypha
Apex Shifter Casting Traditions Casting Traditions 2 Cognition Talents
Cohorts and Companions Dark ApocryphaU Destruction ApocryphaU Light ApocryphaU
Nature (Air) PackageU Nature (Earth) ApocryphaU Nature (Fire) ApocryphaU Nature (M/P/W) ApocryphaU
Nature (Spirit) ApocryphaU Protokinesis ApocryphaU
Other Spheres Products
Archetypes of PowerU The Bear Sphere The Blood SphereU The Fallen Fey SphereU
Initiate's Handbook Items of PowerU Mythic Spheres of Power The Technomancy Sphere
The Wraith ClassU Wild Magic Woodfaring Adventures Worlds of Power

U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book

This website uses cookies. See the Legal & OGL page for important information. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.