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Discipline: Psychokinesis; Level: Highlord 2, kineticist 2, psychic warrior 2

Display: Auditory

Manifesting Time: 1 standard action

Range: 5 feet

Target: Up to three objects weighing no more than 5 pounds each

Duration: 1 min./level (D)

Saving Throw: None; Power Resistance: No

Power Points: 3

A small number of items become animated, hurling about your person in a dizzying orbit, ready to act at your behest. When you manifest this power, you must choose one of two modes in which you intend it to be used. Once chosen, this choice cannot be altered until the power ends.

In either case, you cause a set of objects to spin rapidly around you, primed to either defend you, or aid in your offense. These objects move quickly enough that they do not impair your vision, nor do they provide you cover or concealment. The objects so animated remain within your square at all times and if they are removed by any means, they cease being under the control of the power.

Defensive: In this mode, the objects you animate are prepared to intercept physical attacks against you. Once per animated object per round, you can direct an object to try to block such an attack as a free action that can be taken outside of your turn. The animated item moves to intercede, providing you a +1 shield bonus against that attack. Unlike most cases, this bonus stacks with any shield bonus you have from another source.

Offensive: In this mode, the objects you animate can be used to make offensive attacks. Once per animated object per round, you can direct an object to attack a creature that is attacking you as a free action. This is resolved after the attack that you are reacting to. You make an attack roll using your base attack bonus and adding your manifesting ability bonus. If you hit, the animated object deals 1d3 points of damage. You cannot react with more than one object per attack made against you.

Augment: For every four additional power points you spend, the shield bonus granted increases by +1 or the damage dealt increases by 1d3.

Mythic Telekinetic Bola

Your shield bonus is now constant, applying to all attacks during the power’s duration. Similarly, in offensive mode the mythic telekinetic bola automatically counter-attacks after every melee attack made against you, and the damage dice increase to 1d6.

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