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General / Re: Make a Psionic Ability for Infusion
« Last post by Albert Altmann on February 24, 2026, 08:49:18 am »Psychokinetic Exoskeleton - strength requirements of any weapon or armour, as well as any strength checks, are reduced by 1 for each 45 effective points in Psychokinesis.
This is supposed to be a toggled ability like Force Emission, but I think it might work out better as a feat that's always active, like Corporeal Projection but in reverse. As a feat, it would remain inactive while your character is stunned, incapacitated, psionically inhibited or has no psi points.
Telekinetic Arms - any melee weapon may be controlled telekinetically. This would probably work out best as a feat that provides a psionic ability, such as Locus of Control.
Basically you can make any melee weapon float in the air and strike enemies through purely mental exertion. Damage and precision are calculated on the basis of psychokinesis rather than melee skill (at 0.6 conversion, improved with specialisation points, so that 300 effective psychokinesis would amount to 180 effective melee when slashing at someone telekinetically).
Telekinetic attacks do not affect stamina, draining psi points instead. Attack speed is dependent on how well your mental power stacks up against the weapon's weight and required strength (the same ratio as with Psychokinetic Exoskeleton, only this time the 'strength' requirement has to be met entirely with effective psychokinesis). Telekinetic attacks may also be performed from a distance, with each tile past the first rendering the ability progressively harder to perform (an escalating modifier to psi cost, 'strength' requirement, effective skill value and precision; being a ranged melee build ought to come with certain limitations).
May or may not be inspired by D2R Warlock's Eldritch skill tree
This is supposed to be a toggled ability like Force Emission, but I think it might work out better as a feat that's always active, like Corporeal Projection but in reverse. As a feat, it would remain inactive while your character is stunned, incapacitated, psionically inhibited or has no psi points.
Telekinetic Arms - any melee weapon may be controlled telekinetically. This would probably work out best as a feat that provides a psionic ability, such as Locus of Control.
Basically you can make any melee weapon float in the air and strike enemies through purely mental exertion. Damage and precision are calculated on the basis of psychokinesis rather than melee skill (at 0.6 conversion, improved with specialisation points, so that 300 effective psychokinesis would amount to 180 effective melee when slashing at someone telekinetically).
Telekinetic attacks do not affect stamina, draining psi points instead. Attack speed is dependent on how well your mental power stacks up against the weapon's weight and required strength (the same ratio as with Psychokinetic Exoskeleton, only this time the 'strength' requirement has to be met entirely with effective psychokinesis). Telekinetic attacks may also be performed from a distance, with each tile past the first rendering the ability progressively harder to perform (an escalating modifier to psi cost, 'strength' requirement, effective skill value and precision; being a ranged melee build ought to come with certain limitations).
May or may not be inspired by D2R Warlock's Eldritch skill tree
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