To qualify to become a Telepath, a character must fulfill the following criteria.
Skills: Bluff 6 ranks, Diplomacy 6 ranks, Gather Information 6 ranks.
The Telepath gains 1d6
hit points per level. The character's Constitution modifier applies.
The Telepath gains a number of
action points equal to 6 + one-half his character level, rounded down, every
time he attains a new level in this class.
Autohypnosis (Wis),
Bluff (Cha),
Concentration (Con),
Diplomacy (Cha),
Gather Information (Cha), Knowledge (behavioral sciences, current events, popular culture, philosophy and theology) (Int),
Profession (Wis),
Psicraft (Int),
Read/Write Language (none),
Sense Motive (Wis),
Speak Language (none).
Skill Points at Each Level: 5 + Int modifier.
Table: The Telepath
|
Class Level
|
Base Attack Bonus
|
Fort Save
|
Ref Save
|
Will Save
|
Special
|
Defense Bonus
|
Reputation Bonus
|
1st |
+0 |
+0
|
+0
|
+2
|
Psionic skills, psionic powers |
+0
|
+1
|
2nd |
+1 |
+0
|
+0
|
+3
|
Trigger power, psionic powers |
+1
|
+1
|
3rd |
+1 |
+1
|
+1
|
+3
|
Bonus feat, psionic powers |
+1
|
+1
|
4th |
+2 |
+1
|
+1
|
+4
|
Power crystal, psionic powers |
+1
|
+2
|
5th |
+2 |
+1
|
+1
|
+4
|
Trigger power, psionic powers |
+2
|
+2
|
6th |
+3 |
+2
|
+2
|
+5
|
Bonus feat, psionic powers |
+2
|
+2
|
7th |
+3 |
+2
|
+2
|
+5
|
Combat manifestation, psionic powers |
+2
|
+3
|
8th |
+4 |
+2
|
+2
|
+6
|
Trigger power, psionic powers |
+3
|
+3
|
9th |
+4 |
+3
|
+3
|
+6
|
Bonus feat, psionic powers |
+3
|
+3
|
10th |
+5 |
+3
|
+3
|
+7
|
Maximize power, psionic powers |
+3
|
+4
|
A Telepath has access to the following
psionic skills. These skills are considered
class skills for the Telepath, and he can use his skill points to buy ranks in them, just like other skills in the game.
Autohypnosis (Wis): Trained only. You have trained your mind to resist certain injuries and threats while also gaining a few select benefits.
Check: The DC and effect depend on the task you attempt.
Resist Fear: In response to a fear effect, you can make an Autohypnosis
check on your next action even if you've been overcome by fear. A successful
check grants you another
saving throw with a +4 morale bonus to resist the fear effect.
Memorize: You can attempt to
memorize a long string of numbers, a long passage of verse, or other particularly difficult piece of information. Each successful
check allows you to
memorize up to 250 words or the equivalent of what could be comfortably contained on an 8 1/2-by-11-inch sheet of paper. You always retain this information; however, you can only recall it with a successful Autohypnosis
check.
Tolerate Poison: In response to being poisoned, you can make an Autohypnosis
check on your next action. A successful
check grants you a +4 morale bonus on your
saving throw to resist the
poison's secondary
damage.
Willpower: If reduced to 0
hit points (disabled), you may make an Autohypnosis
check. If successful, you can perform a strenuous action without taking 1 point of
damage. A failed
check carries no penalties-you can choose not to perform the strenuous action. If you do perform the strenuous action after failing the
check, you take 1 point of
damage, as normal.
Special: You can take 10 on Autohypnosis checks, but you can't take 20.
Concentration (Con): The normal Concentration
skill expands to include psionic applications, as defined below.
Check: You must make a Concentration
check whenever you may potentially be distracted while engaged in an activity, including manifesting a power or concentrating on an active power, that requires your full attention.
If the
check succeeds, you may continue with the action as normal. If the
check fails, the action automatically fails and is wasted. If you were in the process of manifesting a power, the power is lost. If you were concentrating on an active power, the power ends. The table in the Concentration
skill description summarizes the various types of distractions. In situations where the distraction occurs while you are manifesting a power, you add the level of the power to the DC.
Try Again?: You can
try again, but doing so doesn't cancel the effects of a previous failure. If you lost a power, the power is lost.
Psicraft (Int): Trained only. Use this
skill to identify
psionic powers as they manifest or psionic effects already in place.
DC
|
Task
|
15 + power level |
Identify a psionic power as it manifests. (You must sense the power's display or see some visible effect to identify a power.) You can't try again. |
20 + power level |
Identify a power that's already in place and in effect. (You must be able to see or detect the effects of the power.) You can't try again. |
20 + power level |
Identify materials created or shaped by psionics. You can't try again. |
30 or higher |
Understand a strange or unique psionic effect. You can't try again. |
Time: Unless otherwise indicated, Psicraft is a
move action.
The Telepath's main strength is his ability to manifest
psionic powers.
A
psionic power is a one-
time psionic effect.
Psionic powers require power points to use. Unlike arcane spellcasters, Telepaths don't have spellbooks and they don't prepare powers ahead of
time. In addition, a Telepath can use psionics while wearing armor without risking the failure of the power.
A Telepath's level limits the number of power points available for manifesting powers. In addition, a Telepath must have a key
ability score equal to at least 10 + the power's level to manifest a particular power.
The Telepath's selection of powers is extremely limited, although he enjoys ultimate flexibility. At 1st level, a Telepath knows three 0-level powers of your choice and one 1st-level power. At each level, the Telepath discovers one or more previously latent powers, as indicated on the table below.
Telepath Level
|
|
--
Powers Discovered by Level
--
|
Pts/Day
|
0
|
1
|
2
|
3
|
4
|
5
|
1st |
2
|
3
|
1
|
-
|
-
|
-
|
-
|
2nd |
3
|
3
|
2
|
-
|
-
|
-
|
-
|
3rd |
4
|
3
|
3
|
-
|
-
|
-
|
-
|
4th |
7
|
4
|
3
|
1
|
-
|
-
|
-
|
5th |
10
|
4
|
3
|
2
|
-
|
-
|
-
|
6th |
15
|
4
|
3
|
2
|
1
|
-
|
-
|
7th |
20
|
5
|
4
|
3
|
2
|
-
|
-
|
8th |
27
|
5
|
4
|
3
|
2
|
1
|
-
|
9th |
34
|
5
|
4
|
3
|
3
|
2
|
-
|
10th |
43
|
6
|
4
|
3
|
3
|
2
|
1
|
A Telepath can manifest a certain number of powers per day based on his available power points. (0-level powers have a
special cost; see FX Basics.) He just pays the power point cost of a power to manifest it, no preparation necessary. The base number of power points available per day is shown on the table above. This number is improved by bonus points determined by the Telepath's Charisma score, as shown on the table below.
Cha Score
|
Bonus Power Points per Day
|
12-13 |
1
|
14-15 |
3
|
16-17 |
5
|
18-19 |
7
|
20-21 |
9
|
22-23 |
11
|
At 2nd, 5th, and 8th level, the Telepath chooses one
psionic power that he can attempt to manifest for no power point cost.
At each of these levels, you select one 0-, 1st-, 2nd-, or 3rd-level power you can use. From that point on, you can attempt to trigger that power without paying its cost. To trigger a power, you must have enough power points to
cover the normal cost of the power manifestation. Then, make an
ability check appropriate to the power.
If you succeed at the
ability check, the power manifests with no cost in power points. If the check fails, you pay the power point cost and the power manifests.
DCs for the
ability check depend on the level of the power: 0-level, DC 11; 1st-level, DC 13; 2nd-level, DC 15; and 3rd-level, DC 17.
At 3rd, 6th, and 9th level, the Telepath gets a
bonus feat. The
bonus feat must be selected from the following list, and the Telepath must meet all the prerequisites of the feat to select it.
Alertness,
Animal Affinity,
Attentive,
Blind-Fight,
Combat Expertise,
Confident,
Creative,
Deceptive,
Educated,
Focused,
Frightful Presence,
Iron Will,
Renown,
Stealthy,
Studious.
At 4th level, the Telepath can store excess power points in a
power crystal specially attuned to him. Encoding the crystal takes 24 hours and requires a gem with a purchase DC of 20. When complete, the
power crystal is a psionically charged crystalline stone no more than an inch in diameter. A Telepath can possess no more than one
power crystal at a
time.
A
power crystal is imbued with 5 power points when it is created. The Telepath can call upon these power points at any
time and use them just as he would his natural power points. Once the crystal is depleted, the Telepath must refill it using up to 5 power points from his own reserves. A
power crystal can be recharged after a Telepath has rested and renewed his own reserves of power points for the day..
At 7th level, a Telepath becomes adept at manifesting
psionic powers in
combat. He gets a +4 bonus on Concentration checks to manifest a power while on the defensive.
At 10th level, a Telepath learns to manifest
psionic powers to maximum effect. All variable, numeric effects of a maximized power automatically achieve their maximum values. A maximized power deals the most possible points of
damage, affects the maximum number of targets, and so forth, as appropriate.
Saving throws and
opposed checks are not affected. Powers without random variables are not affected.
A maximized power costs a number of power points equal to its normal cost +6.
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