TELEPATH

The fastest path into this advanced class is from the Charismatic hero basic class, though other paths are possible.
Requirements
To qualify to become a Telepath, a character must fulfill the following criteria.
Skills: Bluff 6 ranks, Diplomacy 6 ranks, Gather Information 6 ranks.
Feat: Wild Talent
Class Information
The following information pertains to the Telepath advanced class.
Hit Die
The Telepath gains 1d6 hit points per level. The character's Constitution modifier applies.
Action Points
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.
Class Skills
The Telepath's class skills are as follows.
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
Class Features
All of the following features pertain to the Telepath advanced class.
Psionic Skills
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.
Task DC
Resist fear 15
Memorize 15
Tolerate poison Poison's DC
Willpower 20
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.
Try Again?: For resist fear and memorize, you can make a check once per round. You can't try again to tolerate poison. You can't try again in the same round for willpower.
Special: You can take 10 on Autohypnosis checks, but you can't take 20.
Most uses of Autohypnosis are attack actions. Willpower is a free action that can be attempted once per round.
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.
Special: By making a check (DC 15 + power level), you can use Concentration to manifest a power defensively, thus avoiding attacks of opportunity. If the check succeeds, you can attempt the action without incurring any attacks of opportunity.
Psicraft (Int): Trained only. Use this skill to identify psionic powers as they manifest or psionic effects already in place.
Check: You can identify psionic powers and effects.
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.
Try Again?: See above.
Time: Unless otherwise indicated, Psicraft is a move action.
Psionic Powers
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.
The DC for saving throws to resist a psionic power is 10 + the power's level + the Telepath's key ability modifier.
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
Trigger Power
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.
Bonus Feats
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.
Power Crystal
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..
Combat Manifestation
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.
Maximize Power
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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