Telekinetic

Telekinetic Traits

Mutant Type: Intelligence; Psi; +2 to psi overcharge.
Skill Bonus: Gain a +4 bonus to Mechanics checks.
Telekinetic Shield: While you’re conscious, you gain a +2 bonus to AC and Reflex.
Telekinetic Reach: You can manipulate unattended objects up to 5 squares away from you as if you were using them yourself. For example, you can open a door as a minor action or swing a club as a standard action. You take a -2 penalty to attack rolls of attacks you make using this trait.
Telekinetic Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and you slide one creature within 5 squares of you 2 squares.

Telekinetic Powers

TELEKINETIC WAVE Telekinetic Novice
You overwhelm your foes with a surge of telekinetic energy.
At-Will @ Psi, Force
Standard Action Close blast 5
Target: Each creature in blast
Attack: Intelligence modifier + level vs. Fortitude.
Hit: 1d6 + Intelligence modifier + your level force damage, and you push the target 3 squares.
CHESS PIECES Telekinetic Utility
You move your allies out of harm’s way… or into it.
Encounter @ Psi
Minor Action Close burst 5
Effect: You slide the target 3 squares to another square in the burst.
TELEKINETIC CLUTCH Telekinetic Expert
You seize on enemy in a telekinetic grasp and slowly crush it.
Encounter @ Psi, Force
Standard Action Ranged 10
Attack: Intelligence modifier + level vs. Fortitude
Hit: 1d10 + Intelligence modifier + twice your level force damage, and the target is immobilized and takes ongoing 10 force damage (save ends both).
Miss: Half damage, and the target is slowed (save ends).

Telekinetic

Fractured Worlds Fredryck