Les gros canons lasers et les épées brillantes, sont dans l'ombre de la puissance de l'esprit d'un télépathe. Ces pouvoirs proviennent d'une grande discipline développé au fils de mois et années de découverte de son subsconcient. Ceux qui arrive à vaincre leurs démons intérieurs et à atteindre un équilibre mental parfait peuvent apprendre à utilisé ce pouvoir de l'esprit.
D� de vie
(d4)
Skills
The Telepath class skills (and the key ability for each
skills) are Autohypnosis (Wis), Computer Use (Int), Concentration (Con), Craft (Int), Drive (Dex), Knowledge (Int), Profession (Wis), Psicraft (Int), Research (int).
Nombre de skills au 1er niveau: (4 + Modificateur d'Intelligence) x 4 Nombre de skills par niveau: 4 + Modificateur d'Intelligence
A telepath ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The telepath. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.
Powers Known
A telepath begins play knowing three psion powers of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers.
Choose the powers known from the psion power list, or from the list of powers of your chosen discipline. You cannot choose powers from restricted discipline lists other than your own discipline list. You can choose powers from disciplines other than your own if they are not on a restricted discipline list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a psion to learn powers from the lists of other disciplines or even other classes.) A psion can manifest any power that has a power point cost equal to or lower than his manifester level.
The number of times a psion can manifest powers in a day is limited only by his daily power points.
A psion simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.
The Difficulty Class for saving throws against psion powers is 10 + the power’s level + the psion’s Intelligence modifier. Maximum Power Level Known: A psion begins play with the ability to learn 1st-level powers. As he attains higher levels, a psion may gain the ability to master more complex powers.
To learn or manifest a power, a telepath must have an Intelligence score of at least 10 + the power’s level.
Bonus feat
A telepath gains a bonus feat at 1st level, 5th level, 10th level, 15th level, and 20th level. This feat must be a psionic feat, a metapsionic feat, or a psionic item creation feat.
These bonus feats are in addition to the feats that a character of any class gains every three levels. A psion is not limited to psionic feats, metapsionic feats, and psionic item creation feats when choosing these other feats.
Discipline (Telepath)
Every psion must decide at 1st level which psionic discipline he will specialize in. Choosing a discipline provides a psion with access to the class skills associated with that discipline (see above), as well as the powers restricted to that discipline. However, choosing a discipline also means that the psion cannot learn powers that are restricted to other disciplines. He can’t even use such powers by employing psionic items.
Telepathy A psion who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease.
Read surface thought
The telepath have a natural ability to read mind. As a standard action he can choose to read the mind of the surface thought of a subject in line of sight. The target have a saving thrown vs will DC 11 + intelligence modifier of the telepath. If the target is a telepath he automaticaly know that somebody access his tought if he success his saving thrown. If the target is not a telepath he can't notice or feel that somebody read his mind. The telepath can use this ability at will.
Starting feats
The telepath begins play with the following feats: Weapon Group Proficiency (simple weapons)