Saves: Bad Ref, For, Good WIll.
Class Features: Psychic Focus(ex) :
As a full-round action, you may try to gain psychic focus. Make a concentration check (DC 20) to gain psychic focus. To make a concentration check, you add your class level and your intelligence modifier together and roll a d20. All your spell-like abilities require Psychic Focus, to function.
This action provokes an attack of opportunity.Telekinesis(su)
While maintaing psychic focus, You can move objects or creatures by concentrating on them. Depending on the version selected, the power can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.
Sustained Force: A sustained force moves an object weighing no more than 25 pounds per level up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save (DC 10+half class level + INT modifier).
This version ends if you cease concentration. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The power ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops.
An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require DC 15 Intelligence checks.
Combat Maneuver: Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don't provoke attacks of opportunity, you use your level in place of your Combat Maneuver Bonus, and you add your Intelligence modifier in place of your Strength or Dexterity modifier. No save is allowed against these attempts. This version of the spell can last 1 round per caster level, but it ends if you cease concentration.
Violent Thrust: Alternatively, the energy can be spent in a single round. By expending your psychic focus, You can hurl one object or creature per level that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects. You can hurl up to a total weight of 25 pounds per level.
You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Intelligence modifier. Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects). Objects and creatures that miss their target land in a square adjacent to the target.
Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves to negate the effect, as are those whose held possessions are targeted by the spell.
If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).
The range of this power is 100ft + 10ft per level.
You can switch between the different versions of this power, or restart this power as a move action.Detect Thoughts(sp)
you can use detect thoughts at will,Hypnotism(sp)
As per the spell. The target must be able to see you, and you must hold eye contact while hypnotizing the target.Surge(ex)
: You can momentarily boost your powers. For one round, you can use your powers as if your Esper level was one higher. At the end of your turn, however, you lose your Psychic Focus.
This ability improves on levels 6, allowing you to act as if 2 levels higher, and again on level 11 and level 17, to a total of 4 levels higher.Clairvoyant Sense(su) Telepathy(sp)
You gain telepathy with reach. equal to 10 ft. per your class level. You can communicate with any being within that radius, although you must know they are there. Telekinetic Flight(su)
While maintaining psychic focus, as a swift action, you can grant yourself fly speed equal to half your class level with perfect maneuverability for 1 round. You can effectively fly at will, as long as you can use a swift action to concentrate. Force Field(su)
As a standard action, you can duplicate the effects of either Wall of force
or Resilient Sphere
, except that the duration of these is changed to Concentration, with a maximum number of rounds equal to your class level, after which you lose psychic focus.Teleportation(sp)
As per Greater Teleport. You must expend your psychic focus to use this ability.Esper Talents
Starting at leve 2 and every two levels hence, you gain an esper talent from the following list.
Psychokinetic shell: A protective, invisible force surrounds you mere millimeters above your body. This force grants you armor bonus equal to one quarter your class level, rounded up (minimum 1).
Versatile Telekinesis: You can switch between the different versions of your Telekinesis power as a swift action, instead of a move action.
Sustained Concentration: you can maintain concentration on the sustained force version of telekinesis as a move action.
Tactile telekinesis: You add half your level(rounded up) to your strenght for the purpose of determining your carrying capacity, as well as combat maneuver bonus and combat maneuver defense. This doesn't affect the combat maneuver version of your telekinesis power.
Mindsight You gain mindsight. You can detect and pinpoint beings that are not mindless (anything with an Intelligence score of 1 or higher) within range of its telepathy. This works much like blindsense--you know what square each thinking being is in, but you do not see the being, and the being still has total concealment unless you can see it by some other means. you also perceive several observable characteristics about each being detected with mindsight, including the being's type and Intelligence score. you need not take any additional or special actions to gain this information; it is as obvious to mindsight as the being's race and clothing would be to eyesight. Prerequisite: Telepathy
Sustained Speed: You can use sustained force to move objects at a speed of 40ft. instead of 20ft.
Crush: When you have successfully grappled someone telekinetically, you can, if you choose, automatically Constrict them for 2d6+1 1/2 times your Intelligence modifier in damage.
Short Jaunt: You can teleport as a move action. The total amount you can teleport per day is 5ft per level. You can split these uses up any way you like.
Fine Manipulation Your telekinesis becomes more dextrous; You can manipulate objects as with two hands, meaning you can effectively do most work at a distance; Keep in mind you're still limited by your sight in accuracy.
Accelerated Reaction: You gain the benefits of haste spell, for a number of rounds equal to one-half your class level per day. You can split these usages as you like. This ability can be activated as a free action.
Metabolic Restoration:As a full-round action, you gain Fast Healing 10, for one round.
: You can now have a second Telekinesis running simultaneously. When you concentrate on your Telekinesis power, it counts for both of the powers. You can still determine the usage of your two telekinesis powers separately.Major Creation(sp)
as per the spell, usable a number of times per day equal to 3+your intelligence modifier.Molecular Control(sp)
as per the spell Fabricate. You must have the material you intend to use for fabrication. Usable at will.Mindbender(su):
By directly manipulating the mind of your target, ou can duplicate the effects of any of the following spells:
Charm Monster, Daze Monster, Deep Slumber, Dominate Monster, Feeblemind, Hold Monster, Power Word Blind, Power Word Kill, Power Word Stun.
The DC for this power is equal to 10 + one-half your class level + your intelligence modifier. Doing so will expend your psychic focus. Telekinetic Sphere(sp)
You can use telekinetic sphere as a spell-like ability a number of times per day equal to 3+your intelligence modifier.