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<blockquote data-quote="Diggus Rex" data-source="post: 3294217" data-attributes="member: 46101"><p><strong>Mind Meld</strong> [Racial feat]</p><p><em>"My mind to your mind ... my thoughts to your thoughts."</em></p><p><strong>Prerequisites:</strong> Vulcan, Wisdom 13+</p><p><strong>Benefits:</strong> </p><p>As a full round action, a Vulcan can initiate a telepathic connection to one target whom they have grappled. If unwilling, the target may make a Will save with a DC equal to 10 + half the initiator's character level + their Wisdom modifier. Non-humanoids, those in combat, and those adjacent but not touching the initiator receive a +4 to this save; Abberations and intelligent machines get a +6 save bonus; non-corporeal entities a +8. Success prevents the meld. Failing the save allows the meld to begin and renders the initiator and target Helpless and engrossed (-10 to listen and spot) for the duration of the meld. </p><p></p><p>During a meld, the initiator can make a special Wisdom (not Int) modified Search check to know whatever the target knows as a full round act. The DC for this check varies: 10 for recent memories or unguarded thoughts; 15 for long-held memories or embarassing secrets; 20 for faded memories or dangerous secrets; 25 for unconscious memories or repressed traumas. The initiator may retry any check as long as the meld lasts. The target gets a Will save versus the above DC to prevent each Search check. </p><p></p><p>The initiator can break the meld as a full round action. For one minute per round of the meld's duration, they receive a +2 competence bonus on any skill the target has greater ranks than them in. A forced breaking of the meld, by physically seperating initiator and target, requires both to make a Will save DC 15 + 1 per round of the meld's duraction. Success means both are Fatigued for the rest of the encounter and the initiator gains no competence bonus. Failure means Fatigue as described and 3d4 temporary damage to Int, Wis, and Cha. A natural 1 on this save means this ability damage is permanent. </p><p></p><p><strong>Advanced Meld</strong> [Racial feat]</p><p><strong>Prerequisites:</strong> Mind Meld feat, Wis 15+, Character level 6 </p><p>As a full round action, a mind meld initiator may block a target's memories. To prevent this, the target may make a Will save versus DC 10 + half the initiator's character level + their Wisdom modifier. If failed, they must a make an Intelligence check vs a DC equal to 10 + half the initiator's character level + their Wisdom modifier to access the memory from that point on. Another Vulcan melder can remove this block with an Int modified level check versus the target's Int check DC. </p><p></p><p>With an opposed Willpower check, the initiator can make the target perceive or do something against their desire. The target gets a +4 to this check if it's against their allegiances or nature; suicidal commands fail automatically. The initiator doesnt need to maintain physical contact, but the target obeys distractedly -- taking only a standard or move action per round. If someone physically restrains the target, this causes a forced breaking of the meld (see above). </p><p></p><p><strong>Katric Meld</strong>[Racial feat]</p><p><em>"Remember!"</em></p><p><strong>Prerequisites:</strong> Advanced Meld feat, Character level 12</p><p>Once in life, a mind meld initiator can make an Intelligence modified level check to implant their Katra (soul) into the target's mind with a full-round action during the meld. The DC is 10 + the target's Will save modifier. The target will manifest traits of the Katra's implanter and a +6 competence bonus to any skill the implanter had greater ranks in than the target, but have no detailed access to the implanter's memories. Another melder with this feat can make a similar check to remove a Katra, which can then be stored in an Katric Ark.</p><p></p><p>If the holder of a Katra implants it into the mind of a child, or one with such a mind, the recipient gains all the memories and personality of the Katra's source.</p></blockquote><p></p>
[QUOTE="Diggus Rex, post: 3294217, member: 46101"] [b]Mind Meld[/b] [Racial feat] [i]"My mind to your mind ... my thoughts to your thoughts."[/i] [b]Prerequisites:[/b] Vulcan, Wisdom 13+ [b]Benefits:[/b] As a full round action, a Vulcan can initiate a telepathic connection to one target whom they have grappled. If unwilling, the target may make a Will save with a DC equal to 10 + half the initiator's character level + their Wisdom modifier. Non-humanoids, those in combat, and those adjacent but not touching the initiator receive a +4 to this save; Abberations and intelligent machines get a +6 save bonus; non-corporeal entities a +8. Success prevents the meld. Failing the save allows the meld to begin and renders the initiator and target Helpless and engrossed (-10 to listen and spot) for the duration of the meld. During a meld, the initiator can make a special Wisdom (not Int) modified Search check to know whatever the target knows as a full round act. The DC for this check varies: 10 for recent memories or unguarded thoughts; 15 for long-held memories or embarassing secrets; 20 for faded memories or dangerous secrets; 25 for unconscious memories or repressed traumas. The initiator may retry any check as long as the meld lasts. The target gets a Will save versus the above DC to prevent each Search check. The initiator can break the meld as a full round action. For one minute per round of the meld's duration, they receive a +2 competence bonus on any skill the target has greater ranks than them in. A forced breaking of the meld, by physically seperating initiator and target, requires both to make a Will save DC 15 + 1 per round of the meld's duraction. Success means both are Fatigued for the rest of the encounter and the initiator gains no competence bonus. Failure means Fatigue as described and 3d4 temporary damage to Int, Wis, and Cha. A natural 1 on this save means this ability damage is permanent. [b]Advanced Meld[/b] [Racial feat] [b]Prerequisites:[/b] Mind Meld feat, Wis 15+, Character level 6 As a full round action, a mind meld initiator may block a target's memories. To prevent this, the target may make a Will save versus DC 10 + half the initiator's character level + their Wisdom modifier. If failed, they must a make an Intelligence check vs a DC equal to 10 + half the initiator's character level + their Wisdom modifier to access the memory from that point on. Another Vulcan melder can remove this block with an Int modified level check versus the target's Int check DC. With an opposed Willpower check, the initiator can make the target perceive or do something against their desire. The target gets a +4 to this check if it's against their allegiances or nature; suicidal commands fail automatically. The initiator doesnt need to maintain physical contact, but the target obeys distractedly -- taking only a standard or move action per round. If someone physically restrains the target, this causes a forced breaking of the meld (see above). [b]Katric Meld[/b][Racial feat] [i]"Remember!"[/i] [b]Prerequisites:[/b] Advanced Meld feat, Character level 12 Once in life, a mind meld initiator can make an Intelligence modified level check to implant their Katra (soul) into the target's mind with a full-round action during the meld. The DC is 10 + the target's Will save modifier. The target will manifest traits of the Katra's implanter and a +6 competence bonus to any skill the implanter had greater ranks in than the target, but have no detailed access to the implanter's memories. Another melder with this feat can make a similar check to remove a Katra, which can then be stored in an Katric Ark. If the holder of a Katra implants it into the mind of a child, or one with such a mind, the recipient gains all the memories and personality of the Katra's source. [/QUOTE]
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