Telekinetic Maneuver
Telekinetic Maneuver
TransmutationLevel: Artificer* 4, Magus* 4, Sorcerer*/Wizard * 4
Components: V, S
Casting Time: 1 Standard Action
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: concentration (up to 1 round/level)
Saving Throw: None
Spell Resistance: yes
Once per round, you can use telekinesis to perform a Bull Rush, Disarm, Drag, Grapple (including pin), Reposition, Steal, or Trip combat maneuver.
Resolve these attempts as normal, except that they don't provoke Attacks of Opportunity, you use your Caster Level in place of your Combat Maneuver Bonus, and you add your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier.
No save is allowed against these attempts, but spell resistance applies normally. This spell can last 1 round per Caster Level, but it ends if you cease concentration.