Telepath


TELEPATH

The fastest path into this advanced class is from the Charismatic hero basic class, though other paths are possible. A good charisma is recommended since it is

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 skill groups are as follows.

Psionic and Social

Skill Points at Each Level: 5 + Int modifier.

Table: The Telepath

Class LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
1st+0+0+0+2Psionic powers+0+1
2nd+1+0+0+3Trigger power, psionic powers+1+1
3rd+1+1+1+3Bonus feat, psionic powers+1+1
4th+2+1+1+4Power crystal, psionic powers+1+2
5th+2+1+1+4Trigger power, psionic powers+2+2
6th+3+2+2+5Bonus feat, psionic powers+2+2
7th+3+2+2+5Combat manifestation, psionic powers+2+3
8th+4+2+2+6Trigger power, psionic powers+3+3
9th+4+3+3+6Bonus feat, psionic powers+3+3
10th+5+3+3+7Maximize power, psionic powers+3+4

Class Features

All of the following features pertain to the Telepath advanced class.

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. Telepaths don’t have spellbooks and they don’t prepare powers ahead of time. 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 and the maximum number of power points that can be used for any single manifestation.

The Telepath’s selection of powers is extremely limited, although he enjoys ultimate flexibility. At 1st level, a Telepath knows one psychic talent in addition to his Wild Talent. At each level, the Telepath discovers one more previously latent power.

The DC for saving throws to resist a psionic power is 10 + ½ the Telepath’s class level + his Charisma modifier.

Telepath LevelPts/Day
1st2
2nd3
3rd4
4th7
5th10
6th15
7th20
8th27
9th34
10th43

A Telepath can manifest a certain number of powers per day based on his available power points. 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 ScoreBonus Power Points per Day
12–131
14–153
16–175
18–197
20–219
22–2311

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 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 a Charisma check (DC 12 + ½ Telepath level).

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.

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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