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Telekinetic
Telekinetic
Effect: Targets that suffer a critical hit from a telekinetic weapon must make a DC 17 trip save or be knocked down. The trip otherwise lasts 30 seconds and allows a recurring balance check to get up every 2 seconds.
Found on: (5) Telekinetic items:
Greater Telekinetic
Effect: Targets that suffer a critical hit from a telekinetic weapon must make a DC 28 Strength or Dexterity check or be knocked down. The target will then be force to make a DC 16 Balance checks to recover from the effect. The trip otherwise lasts 30 seconds and allows a recurring balance check to get up every 2 seconds.
Found on: (1) Greater Telekinetic items:
Epic Telekinetic
Effect: Targets that suffer a critical hit from a Telekinetic weapon must make a DC 35 Strength or Dexterity check or be knocked down. The target will then be forced to make DC 16 Balance checks to recover from this effect. The trip otherwise lasts 30 seconds and allows a recurring balance check to get up every 2 seconds.
Found on: (3) Epic Telekinetic items: