Kinetic Powers move objects across space using only the energy of a characters mind.
PK Sciences | MAC |
PSP |
Create Object | 6 |
7 |
Detonate | 5 |
15 |
Disintegrate | 5 |
30 |
HullFloat | 10 |
4/h |
Kinetic Control | 7 |
8 |
Manipulate Light | 10 |
9 |
Megakinesis | 5 |
15+ |
Pyrokinesis | 5 |
11 |
Rearrange Matter | 4 |
12/h |
Suppress Magic | 5 |
8+ |
Telekinesis | 10 |
3+ |
Telekinetic Barrier | 8 |
12 |
Telekinetic Flight | 8 |
7 |
PK Devotions | MAC |
PSP |
Alter Matter | 6 |
14/t |
Animate Object | 7 |
5 |
Animate Shadow | 10 |
2 |
Ballistic Attack | 6 |
5 |
Bonding | 8 |
8 |
Break | 7 |
6 |
Burn | 10 |
7 |
Compact | 9 |
4 |
Concentrate Water | 6 |
10 |
Control Body | 6 |
8 |
Control Flames | 8 |
4 |
Control Light | 8 |
6 |
Control Sound | 5 |
3 |
Control Wind | 5 |
12 |
Create Light | 7 |
2 |
Create Sound | 7 |
5 |
Cryokinesis | 7 |
10 |
Displacement | 6 |
10 |
Encharge | 4 |
20/h |
Enhancement | 6 |
6 |
Entune | 0 |
50/d |
Inertial Barrier | 6 |
6 |
Levitation | 8 |
5 |
Magnetize | 8 |
2/lb |
Mass Manipulation | 7 |
9 |
Momentum Theft | 7 |
5+ |
Project Force | 6 |
10 |
Psionic Inflation | 8 |
7 |
Psionic Residue | 8 |
5 |
Receptacle | 10 |
1/psp |
Soften | 8 |
3 |
Static Discharge | 7 |
5 |
Synaptic Static | 6 |
11 |
Psychokineticists are battlefield psionicists who are actively sought out as military auxiliaries. They can be found serving as elite guards for noble houses or merchant dynasties, assisting templar patrols, or as the heavy artillery for savage desert raiders. A powerful psychokineticist is almost as good as a wizard for creating mayhem in a fight.
In Athasian society, psychokineticists are recognized for their firepower. Like the seer, the psychokineticist will never lack for work. However, they rarely are used as advisors or leaders; instead, they are expected to use their talents to destroy the enemies of their employers.
Most noble estates or merchant dynasties have a psychokineticist among their guards. Many nomadic tribes also possess one or more psychokineticists among their number -- the potent combat abilities of the psychokineticist can often spell the difference between life and death in the desert wastes.
In the terrifying sea of silt, the psychokineticist is used as the very engine that propels the ship and keeps it afloat. Such psychokineticists are called "Shipfloaters." They also serve to protect the ship and crew from the monsters that also travel the silt.
A psychokineticist can be a great addition to an adventuring party. Much like a wizard, he commands formidable offensive and good defensive abilities. A psychokineticist in a low-level party can literally blow away the opposition.