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View Full Version : Telepathic Warrior [PEACH]



Justin B.
2009-06-09, 06:35 PM
BAB: As Fighter

Will: Good

Ref: Poor

Fort: Poor

Special (Each Line Corresponds to a Level)
1-Mind Reading +1
2-Improved Initiative
3-Mental Stimulation
4-Mind Reading + 2, Power Pool, Draw Knowledge (Skills).
5-Implant Emotion
6-Draw Memories, Suggestion
7-Mind Reading +3 Share Knowledge (Skills)
8-Weakness, Lethargy
9-Find Minds, Draw Knowledge (Spells)
10-Mind Reading +4, Connect Minds
11-Stupefying, Illusion
12-Share Knowledge (Spells), Fear
13-Mind Reading +5, Dazing
14-
15-Augment Powers
16-Mind Reading +6
17-Increased Potency
18-
19-Mind Reading +7
20-Greater Mind Reading

Hit Die: D6

Skill Points at 1st Level (4 + Int modifier) x 4

Skill Points at each additional level 4 + Int modifier

Class Skills- The Following are class skills for the Telepathic Warrior: Bluff, Climb, Concentration, Diplomacy, Heal, Intimidate, Jump, Knowledge (choose any 3), Perception, Ride, Search, Sense Motive, Stealth, Survival, Swim, and Use Rope.


Class Features- All of the following are class features of the Telepathic Warrior.

Weapon and Armor Proficiencies: Telepathic Warriors are proficient with all simple and martial weapons, medium armor, and all shields.


Mind Reading - A Telepathic Warrior can access the mind of any creatures with an intelligence score. When he does this, he is able to pick up surface thoughts and feelings, fleeting images and other visceral things inside of a creatures mind. When reading a creatures mind, he gains a bonus equal to the the number listed in Table: Telepathic Warrior. When fighting a creature whose mind is being read, the Telepathic Warrior gains the bonus to attack, Armor class, Reflex saves caused by the creature (note, this is based on the creature knowing something will happen, if the creature has no clue that something is going to happen, neither does the telepathic warrior), Sense Motive checks, Bluff checks, and Intimidate and Diplomacy checks.. A Telepathic Warrior can access any number of minds equal to 3 + his Charisma modifier at any time. Any creature has natural defenses against such intrusion, and as such is allowed a will save, with the DC being equal to 10 + ½ Telepathic Warrior Level + Charisma modifier. Any time the Telepathic Warrior takes damage while tapping into the minds of any number of creatures, he must make a concentration check of DC 10 + Damage Taken + 1 for every person he is currently performing a mind reading on. For instance, if he is reading the minds of three people, and is struck with an arrow from behind, the DC would be 10 + Arrow damage + 3.

A Telepathic Warrior can also access the mind of any friendly willing creature, when he does so he can choose to initiate conversation with that creature. Any number of willing creatures minds can be accessed, so long as they do not exceed the total number of minds a Telepathic Warrior can access.

Accessing a creatures mind is a free action.

Improved Initiative- Because of the power of a Telepathic Warriors mind, his thoughts are quicker and sharper, he gains the benefit of the Improved Initiative feat.

Mental Stimulation- When accessing a creatures mind, a Telepathic Warrior can cause mental stimulation to it beyond what the creature would normally possess. The creatures receiving the mental stimulation benefit receive a bonus equal to the characters charisma modifier on Will and Reflex saves.

Power Pool: Using many of his Telepathic powers represents a drain on the Telepathic Warrior. His ability to manifest these powers is represented through his Power Pool. His Power Pool holds a number of power points equal to Charisma mod + Telepathic Warrior Level. Points can be restored to the Pool with one hour of pure meditation. All effects that cost power points allow a Will Save to resist.

Draw Knowledge (Skills): A Telepathic Warrior can draw knowledge out of a creatures mind on how to perform tasks. When a willing creature allows the Telepathic Warrior to draw this information out of them, they are allowed to use the total skill ranks of any one skill that creature possesses, for a number of rounds equal to the Telepathic Warriors Charisma modifier. A Telepathic Warrior essentially takes the knowledge for a short amount of time and uses it to replace his own skills. Cost 2 Power Points.

Share Knowledge (Skills): Whenever a Telepathic Warrior draws knowledge from a willing creature whose mind he is reading, he can now pass the temporary ability to use that characters skill ranks along to any other people who’s mind he is linked to, as long as the number of people does not exceed his Charisma modifier. Cost 2 Power Points for each Person given the Knowledge.

Implant Emotions: A Telepathic Warrior can learn to replace emotions in creatures mind with any emotion they desire. He can replace a blinding rage with complete lethargy, or turn a calm and relaxed person sad and depressed. The mind naturally resists this type of intrusion. Cost 3 Power Points per creature.

Draw Memories: A Telepathic Warrior can attempt to tear memories from a creatures mind. Unwilling creatures get a will save against the attempt, willing creatures saves suffer a -10 penalty due to their attempt to let down their natural defenses.

Find Minds: The Telepathic Warrior can reach out with his telepathy and find the minds of nearby creatures, even if they are not readily known to him. This ability can pass through any material that is less dense than lead, but only extends for 60 feet. The search takes a move action, and automatically finds any mind that can be read within the specified range. Spells that protect from mental intrusion also protect from the Find Minds ability.

Connect Minds: The Telepathic Warrior can link the minds of an enemy with the minds of an ally, granting the ally his Read Mind bonus for a number of rounds equal to his charisma modifier. Cost 5 Power Points.

Lethargy: Implanting Lethargy into a creatures mind causes its mind to react more slowly when in interacting with a body. Its speed is reduced by ½, and it suffers a -5 to Dexterity, as well as a -5 penalty to reflex saves. This effect lasts for a number of rounds equal to the Telepathic Warriors Charisma modifier, or until they make a successful will save to throw the effect out. Cost: 3 Power Points

Weakness: Implanting a feeling of weakness into a creatures mind, it takes a -5 penalty on all Strength checks and strength related abilities. This effect lasts for a number of rounds equal to the Telepathic Warriors Charisma modifier, or until they make a successful will save to throw the effect out. Cost: 3 Power Points

Suggestion: You can use a power of Suggestion on the target, just as if you had cast the spell. This effect lasts for a number of rounds equal to the Telepathic Warriors Charisma modifier, or until they make a successful will save to throw the effect out. Cost: 5 Power Points
Dazing: This ability causes a creature to become dazed for one round. The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC. Cost: 4 Power Points
Stupefying: A stupefied creatures takes a penalty to his intelligence, wisdom, or charisma (Players choice) equal to the Telepathic Warriors Charisma modifier. This effect lasts for a number of rounds equal to the Telepathic Warriors Charisma modifier, or until they make a successful will save to throw the effect out. Cost: 4 Power Points
Draw Knowledge (Spells): The Telepathic Warrior can reach into the mind of any Arcane or Divine spell caster and Draw out the energy required to fire off a single spell. If the spell caster fails a will save, the Telepathic Warrior instantly gains the ability to cast a single spell from the casters prepared spells. A spell stolen this way is only good for a number of rounds equal to the Telepathic Warriors Charisma modifier, and bases all of its effects on the Telepathic Warriors Charisma score. Cost: 5 Power Points

Share Knowledge (Spells): The Telepathic Warrior can now transfer a spell stolen from an enemy spell caster and apply it to one of his allies through the Mind Read effect. The spell uses the Telepathic Warriors Charisma score for casting, and must be cast within a number of rounds equal to the Telepathic Warriors Charisma score. Cost: 3 Power Points.

Illusion: The Telepathic Warriors powers become so strong that they can implant images into their friends and foes heads. This functions exactly as the spell Major Image. Cost 3 Power Points

Fear: This functions exactly as the spell Cause Fear, except there is no hit die limitation. Cost: 3 Power Points per creature Feared.

Augment Powers: By spending double the amount of Power Points to power the effects Lethargy, Weakness, and Stupefy, The Telepathic Warrior can now double the penalties each of these effects now apply. By spending double the points to augment the Powers Illusion, Fear, and Dazing the Telepathic Warrior can double the duration of those effects.

Increased Potency: The Telepathic Warrior can now increase the saving throw DC of his telepathic powers by spending Power Points. For every two Power Points spent this way, the saving throw DC goes up by 1 point.

Greater Mind Reading: Double the amount of minds that can now be read with the mind reading ability.

Notes:
Interesting idea my players came up with that I had to apply. I would like to cut out the Power Point abilities from the class features altogether, however, I don't have enough of them to give them to him any other way. If I had more I would just say "Choose 2 per level." So, if any of you feel particularly inspired, please post a power idea. Other than that, comments are welcome.