Dalamar
Adventurer
DISTANT TELEPATHY
Telepathy (Cha) [Mind-affecting]
The range of the character's Telepathic Ability increases to 20ft. per point of Charisma bonus.
Special: This talent can be taken a second time, increasing the range to 50ft. per point of Charisma bonus.
Prerequisites: Telepathic Ability
DOMINATE MIND
Telepathy (Cha) [Mind-affecting]
Manifestation time: Full-round action
Effect time: Concentration + 1 round, see text
Rest time: 1 round + half of the time spent concentrating
The character can take over a creature's mind, forcing said creature to act according to the character's wishes. The creature is allowed a Will save to block the attempt (DC same as for the character's Telepathic Ability). If the save fails, the character controls the creature completely. The character does not, however, gain any knowledge of the creature's abilities, equipment, or knowledge. Whenever forced to commit an act which the creature is strongly opposed to, it receives a new saving throw to end the power before committing said act.
Concentration on this power is a full-round action, and if the character so wishes, he or she can let the target creature act on its own on any given round that concentration is maintained, and then resume control without ending the power. When the character stops concentrating on the power, he or she can leave a simple command, such as "flee", "wait", or "guard", and the creature must obey that command for one round unless it spends an action point to negate it.
Prerequisites: Invading Telepathy, Talented Telepathy, Telepathic Ability
EASY TELEPATHY
Telepathy (Cha) [Mind-affecting]
The character can concentrate on Telepathic Ability as a free action instead of a move action, and can initiate conversation with a creature as a move action instead of an attack action.
Prerequisites: Telepathic Ability, Concentration 5+ ranks
INVADING TELEPATHY
Telepathy (Cha) [Mind-affecting]
The character can add his or her base Will saving throw bonus to the saving throw DC to block his or her Telepathic Ability.
Prerequisites: Telepathic Ability
PRIMAL TELEPATHY
Telepathy (Cha) [Mind-affecting]
The character can use his or her Telepathic Ability even on creatures that have an Intelligence score of 1 or 2.
Prerequisites: Telepathic Ability
READ MIND
Telepathy (Cha) [Mind-affecting]
Manifestation time: Full-round action
Effect Time: Concentration
Rest Time: 2 rounds or more, see text
The character can read the thoughts, and even memories, of a creature that he or she can contact with his or her Telepathic Ability and is touching. Manifesting this power provokes attacks of opportunity, and the character must succeed at an unarmed touch attack if the target creature attemps to avoid his or her touch. An unwilling creature can also attemp a Will save to block you out (DC same as for the character's Telepathic Ability), and the kind of information that can be learned depends on the saving throw result as follows:
Succeeded by 5 or more - The character can't read the creature's mind at all, and the power ends
Succeeded by less than 5 - The character learns the creature's emotional state, and the power ends
Failed by 5 or more - The character can listen to the creature's surface thoughts
Failed by 10 or more- The character can scan the creature's surface memories
Failed by 15 or more - The character can scan the creature's deep memories
Failed by 20 or more - No additional information, but even if the creature fights, the character can learn as much information as it wants
A willing creature can choose to automatically fail the save to a specific level, in which case a saving throw is only needed if the character attempts to scan deeper. Concentration on the power is an attack action, and if the target creature moves outside of the character's reach, the power automatically ends.
If the target creature is prevented from leaving the character's reach, it can choose to fight as a full-round action that provokes attacks of opportunity. Each round that the creature chooses to fight in this way, the scanning character learns information from one category higher than they would normally (So if the save failed by 10 but the creature is fighting against the power, the character could only scan the creature's surface thoughts. Even if this would only allow the character to learn the emotional state of the creature, the power doesn't end), and the rest time increases by 1 round. If the creature also spends an action point, it receives a new saving throw, and can choose to use the new result if it is more favorable for it.
Unconscious characters are considered to be unwilling, but receive a -5 to their saving throw, and can't fight against the power unless they regain consciousness.
Learn emotional state: The character learns the strongest feeling that the target creature is currently feeling, though he or she does not learn the target or cause of the feeling
Listen to surface thoughts: The character learns what the creature currently thinks.
Scan surface memories: The character can learn knowledge that is either recent, routine, or very important to the creature; what it did yesterday morning, what people important to it look like, what route it takes to work, and so on. The character receives information enough to answer a simple question each round that it concentrates.
Scan deep memories: The character can learn even information that the creature might not recall itself; the color of its childhood-friend's hair, the number of people it talked to during a specific day many years ago, what the note on somebody's desk read even if the creature just glanded at it for a moment, and so on. The character receives information to answer a simple question each round that it concentrates.
Special: If the character has Distant Telepathy once, the range for Read Mind is 5ft. per point of Charisma bonus instead of touch (and the character doesn't need to succeed in a touch attack to use the power on a creature). If the character has Distant Telepathy twice, the range for Read Mind is 10ft. per point of Charisma bonus. In both cases, the saving throw DC to block Read Mind increases by 2 if the character does touch the creature.
Prerequisites: Telepathic Ability
TALENTED TELEPATHY
Telepathy (Cha) [Mind-affecting]
The character can telepathically converse with a number of creatures up to his or her Charisma modifier + 3 at one time. If the character so wishes, all creatures the character is conversing with can hear the other creatures without the character having to relay what was said.
Special: This talent can be taken multiple times, each time increasing the number of creatures that the character can converse with by 3.
Prerequisites: Telepathic Ability
VIOLENT MIND
Telepathy (Cha) [Mind-affecting]
Effect time: Instantaneuos
Rest time: 1 round
The character can lash at the mind of a creature within range of his or her Telepathic Ability with his or her own mind. The target creature must succeed in a Will save (DC same as for the character's Telepathic Ability) or suffer 1d10 lethal damage. If the creature succeeds at the save by 10 or more, the character takes half of the damage instead.
Special: This talent can be taken multiple times, each time increasing the damage by 1d10.
Prerequisites: Invading Telepathy, Telepathic Ability
Telepathy (Cha) [Mind-affecting]
The range of the character's Telepathic Ability increases to 20ft. per point of Charisma bonus.
Special: This talent can be taken a second time, increasing the range to 50ft. per point of Charisma bonus.
Prerequisites: Telepathic Ability
DOMINATE MIND
Telepathy (Cha) [Mind-affecting]
Manifestation time: Full-round action
Effect time: Concentration + 1 round, see text
Rest time: 1 round + half of the time spent concentrating
The character can take over a creature's mind, forcing said creature to act according to the character's wishes. The creature is allowed a Will save to block the attempt (DC same as for the character's Telepathic Ability). If the save fails, the character controls the creature completely. The character does not, however, gain any knowledge of the creature's abilities, equipment, or knowledge. Whenever forced to commit an act which the creature is strongly opposed to, it receives a new saving throw to end the power before committing said act.
Concentration on this power is a full-round action, and if the character so wishes, he or she can let the target creature act on its own on any given round that concentration is maintained, and then resume control without ending the power. When the character stops concentrating on the power, he or she can leave a simple command, such as "flee", "wait", or "guard", and the creature must obey that command for one round unless it spends an action point to negate it.
Prerequisites: Invading Telepathy, Talented Telepathy, Telepathic Ability
EASY TELEPATHY
Telepathy (Cha) [Mind-affecting]
The character can concentrate on Telepathic Ability as a free action instead of a move action, and can initiate conversation with a creature as a move action instead of an attack action.
Prerequisites: Telepathic Ability, Concentration 5+ ranks
INVADING TELEPATHY
Telepathy (Cha) [Mind-affecting]
The character can add his or her base Will saving throw bonus to the saving throw DC to block his or her Telepathic Ability.
Prerequisites: Telepathic Ability
PRIMAL TELEPATHY
Telepathy (Cha) [Mind-affecting]
The character can use his or her Telepathic Ability even on creatures that have an Intelligence score of 1 or 2.
Prerequisites: Telepathic Ability
READ MIND
Telepathy (Cha) [Mind-affecting]
Manifestation time: Full-round action
Effect Time: Concentration
Rest Time: 2 rounds or more, see text
The character can read the thoughts, and even memories, of a creature that he or she can contact with his or her Telepathic Ability and is touching. Manifesting this power provokes attacks of opportunity, and the character must succeed at an unarmed touch attack if the target creature attemps to avoid his or her touch. An unwilling creature can also attemp a Will save to block you out (DC same as for the character's Telepathic Ability), and the kind of information that can be learned depends on the saving throw result as follows:
Succeeded by 5 or more - The character can't read the creature's mind at all, and the power ends
Succeeded by less than 5 - The character learns the creature's emotional state, and the power ends
Failed by 5 or more - The character can listen to the creature's surface thoughts
Failed by 10 or more- The character can scan the creature's surface memories
Failed by 15 or more - The character can scan the creature's deep memories
Failed by 20 or more - No additional information, but even if the creature fights, the character can learn as much information as it wants
A willing creature can choose to automatically fail the save to a specific level, in which case a saving throw is only needed if the character attempts to scan deeper. Concentration on the power is an attack action, and if the target creature moves outside of the character's reach, the power automatically ends.
If the target creature is prevented from leaving the character's reach, it can choose to fight as a full-round action that provokes attacks of opportunity. Each round that the creature chooses to fight in this way, the scanning character learns information from one category higher than they would normally (So if the save failed by 10 but the creature is fighting against the power, the character could only scan the creature's surface thoughts. Even if this would only allow the character to learn the emotional state of the creature, the power doesn't end), and the rest time increases by 1 round. If the creature also spends an action point, it receives a new saving throw, and can choose to use the new result if it is more favorable for it.
Unconscious characters are considered to be unwilling, but receive a -5 to their saving throw, and can't fight against the power unless they regain consciousness.
Learn emotional state: The character learns the strongest feeling that the target creature is currently feeling, though he or she does not learn the target or cause of the feeling
Listen to surface thoughts: The character learns what the creature currently thinks.
Scan surface memories: The character can learn knowledge that is either recent, routine, or very important to the creature; what it did yesterday morning, what people important to it look like, what route it takes to work, and so on. The character receives information enough to answer a simple question each round that it concentrates.
Scan deep memories: The character can learn even information that the creature might not recall itself; the color of its childhood-friend's hair, the number of people it talked to during a specific day many years ago, what the note on somebody's desk read even if the creature just glanded at it for a moment, and so on. The character receives information to answer a simple question each round that it concentrates.
Special: If the character has Distant Telepathy once, the range for Read Mind is 5ft. per point of Charisma bonus instead of touch (and the character doesn't need to succeed in a touch attack to use the power on a creature). If the character has Distant Telepathy twice, the range for Read Mind is 10ft. per point of Charisma bonus. In both cases, the saving throw DC to block Read Mind increases by 2 if the character does touch the creature.
Prerequisites: Telepathic Ability
TALENTED TELEPATHY
Telepathy (Cha) [Mind-affecting]
The character can telepathically converse with a number of creatures up to his or her Charisma modifier + 3 at one time. If the character so wishes, all creatures the character is conversing with can hear the other creatures without the character having to relay what was said.
Special: This talent can be taken multiple times, each time increasing the number of creatures that the character can converse with by 3.
Prerequisites: Telepathic Ability
VIOLENT MIND
Telepathy (Cha) [Mind-affecting]
Effect time: Instantaneuos
Rest time: 1 round
The character can lash at the mind of a creature within range of his or her Telepathic Ability with his or her own mind. The target creature must succeed in a Will save (DC same as for the character's Telepathic Ability) or suffer 1d10 lethal damage. If the creature succeeds at the save by 10 or more, the character takes half of the damage instead.
Special: This talent can be taken multiple times, each time increasing the damage by 1d10.
Prerequisites: Invading Telepathy, Telepathic Ability
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