Telepath Class

Many species in the galaxy have natural telepathic ability. In truth, these natural telepaths rarely make good spies, since their species’ ability is usually well known and they are viewed with mistrust wherever they travel. Some systems have laws preventing members of known telepathic species form conducting certain kinds of business, and other systems outlaw them altogether.

Members of non-telepathic species sometimes use their mastery of the Force to access others’ minds, perhaps to implant messages, alter their perceptions, read their thoughts, access their memories, or inflict pain. Jedi use these abilities only when necessary, but other Force-Users are not as scrupulous. Both naturally talented and well-trained practitioners who focus on these abilities are referred to as telepaths.

The Telepath comes to rely on his “sixth sense” so much that he’s always probing the thoughts of other beings. The more he does this, the less he develops skills non-telepaths would normally use when dealing with other sentients. The Telepath hardly sees this as a weakness. He fathoms the power that comes from his ability to glean what others are thinking. He also remains wary of other telepaths, guarding his own thoughts against invasion.

Powerful telepaths can kill with a thought and project their minds across great distances. When a telepath projects his mind, he never actually leaves his body, but instead creates a psychic avatar. The psychic avatar is not a spirit, ghost, or any other unexplained phenomenon. Think of it as the manifestation of the telepath’s belief that he is actually there, seeing in person what he’s perceiving through his powerful sixth sense. The Telepath must be careful, however: His link to his psychic avatar is so strong that he loses all sense of his true surroundings, leaving his physical body susceptible to harm.

Requirements
To qualify for the Telepath prestige class, a character must fulfill the following criteria.
Base Attack Bonus: +3
Skills: Empathy 5 ranks, Sense Motive 3 ranks, Telepathy 9 ranks
Feats: Force-Sensitive, Iron Will
Special: A character with telepathy as a species trait can ignore the Telepathy 9 ranks requirement for this prestige class

Game Rule Information
Vitality: A Telepath gains 1d6 vitality points per level. The character’s Constitution modifier applies.

Class Skills
The Telepath’s class skills (and the key ability for each skill) are as follows.
Affect Mind (Cha), Battle Influence (Cha), Control Mind (Cha), Craft* (Int), Drain Knowledge (Int), Empathy (Wis), Fear (Wis), Friendship (Cha), Illusion (Cha), Inspire (Cha), Knowledge* (Int), Profession* (Wis), Read/Write Language, Search (Int), Speak Language, Telepathy (Wis)
*This skill actually encompasses a number of unrealted skills. Each time this skill is learned, a specific category must also be chosen.
Skill Points at Each Level: 6 + Int modifier
Note: All Force skills not listed are cross class skills.

Class Features
The following are features of the Telepath prestige class.

Thought Sensor
Using the Force, the Telepath can sense the psychic vibrations of all living beings within a radius of 2 meters per class level (maximum 20 meters). A being can mask its psychic vibrations within the radius of the Telepath’s Though Sensor if it succeeds at a Force Stealth check (DC 10 + the Telepath’s class level + the Telepath’s Wisdom modifier). A successful check means the Telepath cannot sense the being’s presence using this ability. A new check must be made each round the being remains within the radius of the Thought Sensor.

The Telepath cannot be surprised in combat by any being or creature he detects with his Thought Sensor before the surprise round.

Mind Probe
As an attack action, the Telepath can focus his mind on a specific target and pry one piece of information form the target’s mind. The Telepath must concentrate to use this mind-influencing ability, which provokes attacks of opportunity.

The singular piece of information can be a name, a number with 10 or fewer digits, a secret password, a mental picture of a room or other specific location, or something similar. The target can resist the Mind Probe with a successful Will save (DC 10 + the Telepath’s class level + the Telepath’s Wisdom modifier). If the target’s mind doesn’t hold the information the Telepath seeks, the probe fails automatically, although the target must still make the Will saving throw to determine whether he detects the probe attempt.

The Telepath can use this ability only against living beings with an Intelligence score of 3 or higher. He must also be able to see the target (either in person or through electronic means). The target gains a Force bonus on his save if he succeeds at a Force Defense check.

Bonus Feat
The Telepath gains a bonus feat at 2nd, 6th, and 10th level. This feat must be selected from the following list, and the Telepath must meet any prerequisites.
Alter, Aware, Force Mastery, Frightful Presence, High Force Mastery, Link, Mind Trick, Persuasive, Sense, Skill Emphasis (any class skill)

Psychic Citadel
Beginning at 2nd level, the Telepath’s ability to defend himself against mental attacks improves. He gains a Force bonus equal to his class level on Will saves to resist all mind-influencing or mind-probing effects that allow a Will save. This bonus does not stack with the Force bonus granted by Force Defense.

Mind Shared
At 3rd level, the Telepath can drive daggers of psychic energy into others’ minds, disrupting their neural pathways.

Using Mind Shard is an attack action that costs 5 vitality points and does not provoke attacks of opportunity. No attack roll is required. The target takes damage equal to 1d6 + the telepath’s class level, although a Will save (DC 10 + the Telepath’s class level + the Telepath’s Wisdom modifier) negates the damage.

The Telepath’s maximum range with the Mind Shard is 2 meters per class level (maximum 20 meters). The Telepath must be able to sense the target’s thoughts (see Thought Sensor, above) to use this ability.

Thought Bomb
At 4th level, the Telepath can release a burst of psychic energy that scrambles the thought patterns of living creatures within range.

Unleashing the Thought Bomb is an attack action that costs 10 vitality points and provokes attacks of opportunity. The Thought Bomb has a radius of 4 meters per class level (maximum 40 meters). All living creatures within the radius must succeed at a Will save (DC 10 + the Telepath’s class level + the Telepath’s Wisdom modifier) or take a penalty on attack rolls, ability checks, skill checks, and saving throws equal to one-half the Telepath’s class level (rounded down). The effects of the Thought Bomb last for 1d4 rounds, with all affected creatures suffering the effects for the same duration.

Since the Thought Bomb consists of mental energy, it can pass through walls and other obstructions.

The Telepath is not affected by his Thought Bomb and can choose to shield a number of additional creatures or beings equal to his class level. Shielded creatures suffer no ill effects from the Thought Bomb.

Neural Storm
At 5th level, a Telepath can overload a living creature’s neural network, causing momentary disorientation.

Triggering a Neural Storm is an attack action that cost 6 vitality points and provokes attacks of opportunity. The Telepath must be able to see the target or sense his thoughts (see Thought Sensor, above). The target must succeed at a Will save (DC 10 + the Telepath’s class level + the Telepath’s Wisdom modifier) or be dazed for 1d4+1 rounds.

Psychic Scourge
Beginning at 7th level, the Telepath can lash one or more opponents with tendrils of psychic energy.

Using Psychic Scourge is an attack action that does not provoke attacks of opportunity. The Telepath can affect as many targets as he has class levels, and he can only affect targets that he can see or whose thoughts he can sense (see Thought Sensor, above). Using Psychic Scourge cost 5 vitality points per target selected.

Each target of the Psychic Scourge must succeed at a Will save (DC 10 + the Telepath’s class level + the Telepath’s Wisdom modifier) or suffer 1d6 points of temporary Wisdom damage. A successful save negates the damage. A target reduced to 0 Wisdom falls into a coma and is helpless.

Receptacle
At 8th level, a Telepath can imbue a rare and valuable amulet, cloak pin, brooch, or other piece of jewelry with a fraction of his telepathic power. The Telepath must spend 5,000 credits to obtain the piece of jewelry and 500 XP to imprint the item with his telepathic energy. Imprinting the item takes 8 hours of undisturbed meditation, which the Telepath must complete before the receptacle can be used. During meditation, the Telepath can take no other actions.

An imbued receptacle holds 50 vitality points, which the Telepath can use to pay for the cost of Force skills and his various telepathic class abilities (Mind Shard, Thought Bomb, Neural Storm, and Psychic Scourge). These vitality points can be used for no other purpose.

The Telepath can “recharge” a receptacle that is completely drained of vitality points by spending another 500 XP and another 8 hours meditating.

A receptacle has hardness 2, 2 wound points, and a break DC of 18. If the receptacle is destroyed, all of the vitality points stored within are lost.

Psychic Avatar
Beginning at 9th level, the Telepath can project a mental image of himself – a Psychic Avatar across great distances.

A Psychic Avatar is a translucent, three-dimensional projection of the Telepath similar in appearance to a Force Spirit. (A successful Intelligence check against DC 15 reveals that it is something other than a Force Spirit).

When the Psychic Avatar first manifests, the Telepath’s physical body enters a state of suspended animation that could be mistaken for death on a failed Treat Injury check (DC 10). His mind, meanwhile, instantly travels to wherever the Psychic Avatar manifests. In essence, the Psychic Avatar becomes the new receptacle of the Telepath’s consciousness.

Manifesting a Psychic Avatar is a full-round action that provokes attacks of opportunity. The Telepath chooses where his Psychic Avatar appears; distance is not a factor, although the Telepath must have viewed the destination at least once. For instance, a Telepath on Coruscant can manifest a Psychic Avatar in a Mos Eisley cantina on Tatooine, provided he can visualize it from past experience. He cannot adequately familiarize himself with a destination by looking at a picture or holoimage of it.

Manifesting a Psychic Avatar does not cost any vitality points, and the Telepath can maintain it for a number of rounds equal to her Constitution score. If he wishes to continue projecting the Psychic Avatar beyond this time, he must succeed at a Fortitude save each additional round it is maintained (DC10 +1 per additional round). On a failed save, the Psychic Avatar disappears, the Telepath’s mind returns to his physical body, the Telepath “awakens” form his physical stasis, and he is exhausted for 2d6 rounds.

Through the Psychic Avatar, the Telepath can perceive people and objects out to a range o 2 meters per class level (maximum 20 meters). Beyond that, everything is a blur. He cannot perceive any living beings hidden from his Thought Sensor (see Thought Sensor, above); they are simply undetectable to him. Incorporeal beings (such as Force Spirits) and other Psychic Avatars can communicate and interact with the Telepath’s Psychic Avatar normally if they are within range.

The Psychic Avatar cannot physically manipulate its surroundings but can move in any direction and pass through solid barriers, moving at the Telepath’s normal speed. It cannot physically harm living creatures but can be physically harmed by them (see below). Since the Telepath’s mind is locked within the Psychic Avatar, he is no more or less vulnerable to mental attacks and mind-influencing effects than he would be in his physical body.

The Psychic Avatar cannot use or be affected by skills and feats that manipulate physical objects (such as Move Object) or require a Fortitude save.

The following rules apply to Psychic Avatars in combat.

  • Initiative Modifier: A Psychic Avatar’s initiative modifier equals the Telepath’s Intelligence modifier plus any species or feat-based bonuses.
  • Defense: A Psychic Avatar’s Defense equals 10 + the Telepath’s Class bonus + the Telepath’s Intelligence modifier + any dodge bonuses the Telepath has
  • Incorporeality: Any physical attack from a corporal source that hits a Psychic Avatar has a 50% chance of harmlessly passing through it, dealing no damage.
  • Vitality Points and Critical Hits: A Psychic Avatar has the Telepath’s current vitality point total and is immune to critical hits.
  • Wound Points: A Psychic Avatar has no wound points. When a Psychic Avatar is reduced to 0 vitality points, it is destroyed. Excess wound damage is dealt to the Telepath’s actual physical body.
  • Mental Attacks: The Telepath can execute purely mental attacks through the Psychic Avatar, including the following special prestige class abilities: Mind Shard, Thought Bomb, Neural Storm, and Psychic Scourge.
  • Physical Attacks: A Psychic Avatar can make melee touch attacks against Force Spirits and other Psychic Avatars, dealing damage on a successful hit equal to 1d6 + the Telepath’s class level. A Psychic Avatar has no other physical attacks.
  • Saving Throws: A Psychic Avatar uses the Telepath’s Will save bonus for Reflex saves and is immune to any effect that requires a Fortitude save. The Telepath makes Will saves normally.

When the Telepath returns to his physical body, he has the same vitality point total the Psychic Avatar had before it ceased to exist. If the Telepath’s physical body is reduced to 0 wound points while he is manifesting a Psychic Avatar, the Psychic Avatar is destroyed, the Telepath’s mind returns to his body, and he is slain.

The Telepath’s sensory awareness does not emanate from the physical body while his mind is locked within the Psychic Avatar. Consequently, a Telepath’s physical body is treated as helpless and is vulnerable to coup de grace attacks while in stasis.

Level BaB Fort Save Ref Save Will Save Special Defense Bonus Reputation
1 +0 +1 +1 +2 Thought Sensor, Mind Probe +1 +0
2 +1 +1 +2 +3 Bonus Feat, Psychic Citadel +1 +0
3 +2 +1 +2 +3 Mind Shard +2 +0
4 +3 +2 +2 +4 Thought Bomb +2 +0
5 +3 +2 +2 +4 Neural Storm +3 +1
6 +4 +2 +3 +5 Bonus Feat +3 +1
7 +5 +3 +3 +5 Psychic Scourge +4 +1
8 +6 +3 +4 +6 Receptacle +4 +1
9 +6 +3 +4 +6 Psychic Avatar +5 +2
10 +7 +4 +5 +7 Bonus Feat +5 +2
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