Psychic Character Classes

1.5 Psychic Meta-class Abilities

1.5.1 Physical Psychic

This Protagonist was born with powers beyond those of normal humans. These abilities manifest as mental control over external forces and objects. Inspirations: Charlie McGee from Firestarter, The brother and sister from The Power, Richard Burton in The Medusa Touch.

PRIME REQUISITES – A Physical Psychics powers require both great self-control and a good deal of caloric energy, thus both high WIS and CON are necessary to be successful. After every use of a psychic power the Protagonist will be very hungry, a snack should be kept at the ready.

PROTAGONIST ALIGNMENT – Physical Psychics can be any alignment.

PSYCHOLOGICAL DISORDER –  Choose one disorder from Anxiety Disorders, Personality Disorders, Sleep Disorders or an Addiction (prescription psychopharmacology drugs or alcohol).

CLASS SKILLS – All Physical Psychics start with Concentration (Rank 4) and Psychic Focus (Rank 1 + Special).
Balance, Climb, Concentration, Craft (Visual Art), Demolitions (Pyrokinetic only), Disable Device (Telekinetic only), Drive, Escape Artist (Telekinetic only), Handle Animal, Jump, Knowledge (Current Events, Popular Culture, Streetwise), Listen, Profession, Read / Write and Speak Language, Ride, Search, Sense Motive, Sleight of Hand (Telekinetic only), Spot,  Survival (Cryokinetic only), Swim and Treat injury (Telekinetic only).

Skill Points at 1st Level: (4 + WIS modifier) x 4
Skill Points at Each Additional Level: (4 + WIS modifier)

FEATS – Physical Psychics start with 2 Feats at 1st level and then 1 feat every level divisible by 3 (3rd, 6th, 9th, 12th, etc). Alertness, Animal Affinity, Athletic, Attentive, Brawl only, Cautious (Pyrokinetic only), Creative, Dodge only, Educated, Endurance, Focused, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Low Profile, Medical Expert (Telekinetic only), Nimble (Telekinetic only), Personal Firearms Proficiency only, Point Blank Shot only, Renown, Run, Simple Weapon Proficiency, Surface Vehicle Operation, Surgery (Telekinetic only), Toughness, Track (Cryokinetic only), Vehicle Expert only, Weapon Finesse and Windfall.

CLASS FEATURES – Physical Psychics must make a choice at 1st level as to the Psychic Discipline they will pursue, they may never choose a 2nd Discipline. They must expend one of their 2 initial feats on the choice they make. There are 3 choices of Discipline; Cryokinesis (removing energy from molecules), Pyrokinesis (adding energy to molecules) or Telekinesis (remote movement of matter).
Bonus Features :
Cryokinesis
The Protagonist has the ability to slow down molecules, in effect chilling and freezing objects. At first it is only through direct contact and only works on small quantities of solids or liquids but eventually the Cryokinetic can even control the weather in an extremely localized area. The Ranks are only those purchased with skill points earned from levelling (thus the character must attain certain minimum levels to gain these abilities).
Rank 1 : Touch attack vs. living things will cause 1d4 acid/cold damage. Will cool 1kg of inanimate solid matter or 1 litre of liquid to 0° Celsius after tactile contact for a full round action (DC 10).
Rank 5 : Touch attack vs. living things will cause 1d6 acid/cold damage or 1d4 to one target within 30’. Will cool 10kg of inanimate solids or 10 litres of liquids to 0° Celsius or 1kg / 1 litre to -40° C after tactile contact for a full round action (DC 15).
Rank 8 : Touch attack vs. living things will cause 1d10 acid/cold damage or 1d8 to one target within 60’ or 1d4 to all targets within 30’ radius (allies included). Will cool 100kg of inanimate solids or 100L of liquids to 0°C, 10kg / 10L to -40° C or 1kg / 1 litre to -100° C after tactile contact for a full round action (DC 20). Can cause a light snow or rain to fall in a 20’ radius around him or her (DC 15). Can bring up a light mist to fill a single floor of a building or a 1 hectare open area (DC 20), this has no effect other than look ominous.
Rank 11 : Touch attack now does 1d12 directly or 1d10 to one target within 60’ or 1d6 to all targets within 30’radius (including allies), and now may apply half of Base Attack Bonus to Direct Touch Attack. Can now cause a thick pea-soup fog to appear in a 30’ radius (-3 to all attack rolls and vision-based skill checks for all characters within the fog, the Psychic included) (DC 25). Can also cause a thick snowfall or heavy rain in a 30’ radius (DC 20).
Rank 13 : Touch attack now does 2d8 directly and also applies Base Attack Bonus or 1d12 to one target within 60’ and also applies half of the Base Attack Bonus or 1d8 to all targets within 30’ radius (including allies). Can form 1kg of solid ice or 10L of water out of thin air (DC 25). Can cause a light rain to fall in a 1 hectare area (DC 25).
Rank 23 : Touch attack (+Base Attack Bonus) now does 1d100 directly or 2d20 to one target within 60’ (+Base Attack Bonus) or 1d20 to all targets within 60’ radius (+ half Base Attack Bonus and including allies). Can cause a pea-soup fog in a 1 hectare volume, a heavy rain or snow in a 10 hectare volume or a light rain, mist or snow in a 10km2 area (DC 35). Can form 100kg of ice or 1000L of water from thin air (DC 35). Can reduce 1kg of solid matter or 1L of liquid to Absolute Zero (this is not good since its effects usually involve explosive return to room temperature – after 1 full round 1d100 damage to everyone and everything in a 120’ radius excluding the Cryokinetic), I really wouldn‘t do this on a roof since you would fall through it even so (DC 40). This last power usage automatically deducts 15 SAN.

Pyrokinesis
The Protagonist has the ability to excite molecules through simple Will alone. At first it is only through direct contact and only works on small quantities of solids or liquids but eventually the Pyrokinetic can create plasma, the 4th state of matter. The Ranks are only those purchased with skill points earned from levelling (thus the character must attain certain minimum levels to gain these abilities).
Rank 1 : Touch attack vs. living things will cause 1d6 fire damage. Will heat 1kg of inanimate solid matter or 1 litre of liquid to 100° Celsius after tactile contact for a full round action (DC 10).
Rank 5 : Touch attack vs. living things will cause 1d8 fire  damage or 1d6 to one target within 30’. Will heat 10kg of inanimate solids or 10 litres of liquids to 200° Celsius after tactile contact or ignite all paper in a 10’ radius for a full round action (DC 15).
Rank 8 : Touch attack vs. living things will cause 1d10 fire  damage or 1d8 to one target within 60’ or 1d6 to all targets within 30’ radius (allies included). Will heat 100kg of inanimate solids or 100L of liquids to 100°C, 10kg / 10L to 200° C or 1kg / 1 litre to 1000° C after tactile contact or ignite all wood and paper within a 30’ radius for a full round action (DC 20). Can cause a light wind to blow toward the Protagonist from all directions on a single floor of a building or a single hectare of open space (no game effect other than to look cool) (DC 20).
Rank 11 : Touch attack now does 1d12 directly or 1d10 to one target within 60’ or 1d6 to all targets within 30’radius (including allies), and now may apply half of Base Attack Bonus to Direct Touch Attack. Can cause all combustible liquids and gases to ignite within 30’ radius; all wood and paper to ignite within 60’ radius; or all combustible solids to ignite within 10’ radius (DC 25).
Rank 13 : Touch attack now does 2d8 directly and also applies Base Attack Bonus or 1d12 to one target within 60’ and also applies half of the Base Attack Bonus or 1d10 to all targets within 30’ radius (including allies). Can cause all combustible liquids and gases to ignite within 30’ radius; all wood and paper to ignite within 60’ radius; or all combustible solids to ignite within 10’ radius (DC 25). Can cause a Plasma Arc that will randomly hit any living target within a 20’ radius for 1d100 Fire damage (DC 25).
Rank 23 : Touch attack (+Base Attack Bonus) now does 2d100 directly or 3d20 to one target within 120’ (+Base Attack Bonus) or 2d20 to all targets within 60’ radius (+ half Base Attack Bonus and including allies). Cause high power wind storm within a 1 hectare area (no low level flying, visibility near zero and -4 to all rolls) (DC 40). Can create a super-heated field of plasma around herself for 5 rounds, anyone that gets within 10’ radius takes 10d10 Fire damage per round. She also adds +6 to AC since most everything melts before it hits her (DC 40). This last power usage automatically deducts 15 SAN.

Telekinesis
Through sheer force of Will the Protagonist is able to move objects with his mind. The Ranks are only those purchased with skill points earned from levelling (thus the character must attain certain minimum levels to gain these abilities).
Rank 1 : A TK Attack occurs when the Protagonist fires a small object at an enemy, there must be loose objects to be used as ammunition for this power to work. At this rank the TK Attack does 1d6 damage with a range of 10’. TK Deflection works against melee attacks, the opponent is -1 to hit and damage for one round (DC 10). Can move one 5 lb object 5’ per round (DC 10).
Rank 5 : TK Attack now does 1d8 damage with a 30’ range. TK Deflection is -2 to hit and damage now (DC 15). TK Shield incurs -1 to hit and damage for opponents’ ranged attacks (DC 15).
Rank 8 : TK Attack now does 1d10 damage with a 60’ range. TK Deflection is -3 to hit and damage now (DC 20). TK Shield incurs -2 to hit and damage for opponents’ ranged attacks (DC 20). Minor Tremors cause everyone in a 30’ radius to take -1 AC and -10’ base movement (DC 20). Can move 10 lb object 5’ per round or 5 lb object 10’ per round (DC 15)
Rank 11 : TK Attack now does 1d12 damage with a 60’ range and counts as Gunshot for Critical Hit purposes. TK Deflection is -4 to hit and damage now (DC 25). TK Shield incurs -3 to hit and damage for opponents’ ranged attacks (DC 25). Tremors cause everyone in a 30’ radius to take -2 AC and -20’ base movement (DC 25). Can move an object 15lbs or less at 5’ per round or a 5 lb object at 15’ per round (DC 25).
Rank 13 : TK Attack now does 2d8 damage with a 120’ range and Gunshot effect. TK Deflection is -5 to hit and damage now (DC 30). TK Shield incurs -4 to hit and damage for opponents’ ranged attacks (DC 30). Major Tremors cause everyone in a 60’ radius to take 1d4 per round as well as -3 AC and -30’ base movement (DC 30). Can move an object 30lbs or less at 5’ per round or a 5 lb object at 30’ per round (DC 30).
Rank 23 : TK Attack now does 2d20 damage with a 120’ range to up to 6 separate targets. TK Deflection is -10 to hit and damage now (DC 40). TK Shield incurs -8 to hit and damage for opponents’ ranged attacks (DC 40). Can move an object 100 lbs or less at 5’ per round or a 5 lb object at 100’ per round (DC 40). Earthquake affects everyone in a 120’ radius, causing 1d10 damage per round as well as reducing movement to 5’ per round and all characters are treated as Flat-Footed for AC. This last power usage automatically deducts 15 SAN.

SAVE TABLES (PHB3.5 PG.22) – Fortitude (Good), Reflex (Good), Will (Poor)

BASE ATTACK BONUS (PHB3.5 PG.22) – Average

STARTING EQUIPMENT:  Wealth bonus is 10 + Level + WIS modifier.

1.5.2 Mentalist

This Protagonist was born with powers beyond those of normal humans. These abilities manifest as various forms of ESP, Telepathy or Mind Control. Inspirations: Mr. McGee in Firestarter, Johnny Smith in The Dead Zone, Desmond in Lost, Tangina in Poltergeist and of course Professor X.

PRIME REQUISITES – A Mentalist has to be both mentally resilient as well as highly empathetic, thus WIS and CHA must be above average to succeed.

PROTAGONIST ALIGNMENT – Pushers are all about Order and ordered thought, they derive their overpowering Strength of Will from this. All Pushers are Lawful in alignment. Sensitives see too much of the Real and thus it makes them very erratic in their behaviour, Chaotic alignments only. Finally, Telepaths must maintain calm and balance to keep the outside world from overwhelming their Inner Self, thus they are always Neutral in alignment.

PSYCHOLOGICAL DISORDER –  Pushers must choose one disorder from Personality Disorders or else either PTSD or OCD. Sensitives must choose one disorder from Anxiety Disorders, Mood Disorders, Impulse Control Disorders, Addiction (Alcohol) or PTSD. Telepaths must choose from Anxiety Disorders, Mood Disorders, Addiction (Downers or Alcohol) or Personality Disorders.

CLASS SKILLS – All Mentalists start with Concentration (Rank 4) and Psychic Focus (Rank 1 + Special). Pushers and Telepaths also start with Bluff, Diplomacy and Knowledge (Streetwise) at Rank 2. Sensitives start with Spot, Search, Listen, Sense Motive and Handle Animal at Rank 2.
Bluff, Climb, Concentration, Craft (Visual Art and Writing) (Sensitive only), Diplomacy (Pusher and Telepath only), Disguise (Telepath only), Drive, Gamble, Gather Information, Handle Animal, Hide (Sensitive only), Intimidate (Pusher and Telepath only), Investigate, Jump, Knowledge (Arcane Lore – Sensitive & Telepath only, Art – Sensitive only, Behavioural Sciences, Current Events, Popular Culture, Streetwise, Theology and Philosophy – Telepath only), Listen, Move Silently (Sensitive only), Perform (All but Act and Stand-Up – Sensitive only, Act and Stand-Up – Pusher & Telepath only), Profession, Read/Write & Speak Language, Research (Telepath only), Ride (Sensitive only), Search, Sense Motive, Sleight of Hand (Pusher & Telepath only), Spot, Survival (Sensitive only), Swim and Treat Injury (Sensitive & Telepath only).

Skill Points at 1st Level: (4 + WIS modifier) x 4
Skill Points at Each Additional Level: (4 + WIS modifier)

FEATS – Mentalists start with 2 Feats at 1st level and then 1 feat every level divisible by 3 (3rd, 6th, 9th, 12th, etc). Alertness (Sensitive only), Animal Affinity (Sensitive only), Armour Proficiency (Light), Athletic, Attentive, Blind-Fight (Sensitive & Telepath only), Brawl only, Combat Expertise only, Combat Reflexes (Sensitive only), Confident (Pusher only), Creative (Sensitive only), Deceptive (Pusher & Telepath only), Defensive Martial Arts and related feats (Telepath only), Dodge and related feats (Sensitive only), Educated, Focused, Frightful Presence (Pusher & Telepath only), Improved Initiative, Iron Will, Lightning Reflexes (Sensitive only), Low Profile, Medical Expert (Sensitive & Telepath only), Meticulous (Sensitive only), Nimble (Sensitive only), Personal Firearms Proficiency only, Point Blank Shot only, Quick Draw (Sensitive & Telepath only), Quick Reload (Sensitive only), Renown, Run, Simple Weapons Proficiency, Stealthy (Sensitive only), Track (Sensitive only), Trustworthy (Pusher & Telepath only) and Windfall.

CLASS FEATURES – Mentalists at 1st level must choose which Psychic Discipline they will pursue, they may never choose a 2nd Discipline. They must expend one of their 2 initial feats on the choice they make. Pushers use Domination, Sensitives  use ESP and Telepaths use Telepathy.
Bonus Features :
Domination
The Protagonist has the ability to take control of the body and/or mind of other human beings as well as some animals (usually higher mammals). These abilities are focussed through the Pushers voice, he does not have to give direct orders since he is sending out subsonic subliminal commands (in other words, he can be talking about anything at the time of the Push) but if he is gagged or otherwise drowned out he cannot Dominate others. All these powers are full round combat actions.
Rank 1 : Can give one simple command to a higher mammal (Sit, Stand, Roll-Over, Play Dead etc) that will be obeyed for one round (Will Save DC 25 + Psychic Focus skill). Can make one human move 5’ in any direction of his choice (Will Save DC 25 + Psychic Focus skill). Can make one human agree with one simple sentence (Will Save DC 25 + Psychic Focus skill). Can make one human say one simple sentence (Will Save DC25 + Psychic Focus skill).
Rank 5 : Can give a series of simple commands to a higher mammal (Sit, Stand, Roll-Over, Play Dead, Attack etc) that will last for 5 rounds or can give one simple command to all non-human higher mammals within a 30‘ radius that will last a single round (Will Save DC 20 + Psychic Focus skill) . Can make one human move 10’ in any direction of his choice (Will Save DC 20 + Psychic Focus skill). Can make one human agree with anything he says for 1 minute or all humans in a 10’ radius agree with one simple sentence (Will Save DC 20 + Psychic Focus skill). Can make one human attack a single target of his choice for one round (Will Save DC 20 + Psychic Focus skill).
Rank 8 : Can give a series of simple commands to a higher mammal (Sit, Stand, Roll-Over, Play Dead etc) that will last for 1 minute or can give one simple command to all non-human higher mammals within a 30‘ radius that will last a 5 rounds (Will Save DC 15 + Psychic Focus skill) . Can make one human move 30’ in any direction of his choice (Will Save DC 15 + Psychic Focus skill). Can make one human agree with anything he says for 5 minutes or all humans in a 10’ radius agree with one simple sentence for 5 rounds (Will Save DC 15 + Psychic Focus skill). Can make one human attack a single target of his choice for five rounds (Will Save DC 15 + Psychic Focus skill).
Rank 11 : Can give a series of simple commands to a higher mammal (Sit, Stand, Roll-Over, Play Dead etc) that will last for 5 minutes or can give one simple command to all non-human higher mammals within a 30‘ radius that will last a 1 minute (Will Save DC 10 + Psychic Focus skill) . Can make one human move 60’ in any direction of his choice (Will Save DC 10 + Psychic Focus skill). Can make one human agree with anything he says for 1 hour or all humans in a 30’ radius agree with one simple sentence for 1 minute (Will Save DC 10 + Psychic Focus skill). Can make one human attack any targets of his choice for ten rounds (Will Save DC 10 + Psychic Focus skill). Can make one human or mammal make a single attack against itself using whatever weapon it is holding at the time and will not pick up something else to use instead (Will Save DC 10 + Psychic Focus skill).
Rank 13 : Can take complete control of a higher mammal (Sit, Stand, Roll-Over, Play Dead etc) that will last for 5 minutes or can take total control all non-human higher mammals within a 30‘ radius that will last a 1 round (Will Save DC 5 + Psychic Focus skill) . Can make one human move 120’ in any direction of his choice (Will Save DC 5 + Psychic Focus skill). Can make one human agree with anything he says for 1 day or all humans in a 30’ radius agree with one simple sentence for 5 minutes (Will Save DC 5 + Psychic Focus skill). Can make one human attack any targets of his choice for 1 minute (Will Save DC 5 + Psychic Focus skill). Can make one human or mammal make a single non-lethal Called Shot attack against itself using whatever weapon it is holding at the time and will not pick up something else to use instead (Will Save DC 5 + Psychic Focus skill).
Rank 23 : Can take complete control of a higher mammal (Sit, Stand, Roll-Over, Play Dead etc) that will last for 1 day or can take total control all non-human higher mammals within a 30‘ radius that will last a 1 hour (Will Save DC = Psychic Focus skill) . Can make one human move 1 mile in any direction of his choice using any vehicle at his disposal (Will Save DC = Psychic Focus skill). Can make one human agree with anything he says in a 5 minute period forever or all humans in a 30’ radius agree with one simple sentence for 1 day (Will Save DC = Psychic Focus skill). Can make one human attack any targets of his choice for 5 minutes (Will Save DC = Psychic Focus skill). Can make one human perform a Coup de Grace against himself using the most lethal weapon within reach (Will Save DC = Psychic Focus skill). This last power usage automatically deducts 15 SAN.

ESP
The Protagonist is tuned to other sensory inputs both psychic and natural. He can read emotions left behind on objects as well as read the past, present and sometimes future of individuals he comes in contact with. All these powers required direct physical contact except where noted.
Rank 1 : With a full round of concentration the Protagonist can see images of anyone that has come in physical contact with a small object or entered / exited a single room up to 5 minutes into the past per level (DC 10). Can see 1 minute into a single person’s future (DC 10). Can see the current activities and location of one person known to the person being touched that is within 100’  during a full round of concentration (DC 10). Spot can be used on objects and creatures masked from normal human senses after a full round of concentration (DC 15), this may incur SAN loss depending on the creature or circumstances.
Rank 5 : With a full round of concentration the Protagonist can see images of anyone that has come in physical contact with a small object or entered / exited a single room up to 10 minutes into the past per level (DC 15). Can see 1 minute per level into a single person’s future (DC 15). Can see the current activities and location of one person known to the person being touched that is within 100’ per level during a full round of concentration OR a person separated by a single degree of separation within 100‘ (DC 15). Search can be used on objects and creatures masked from normal human senses after a full round of concentration (DC 20), this may incur SAN loss depending on the creature or circumstances.
Rank 8 : With a full round of concentration the Protagonist can see images of anyone that has come in physical contact with a small object or entered / exited a single room up to 1 hour into the past per level (DC 20). Can see 5 minutes per level into a single person’s future (DC 20). Can see the current activities and location of one person known to the person being touched that is within 1 mile during a full round of concentration OR a person separated by two degrees of separation within 100‘ (DC 20). Search can be used to find hidden objects of supernatural power / evil or dead bodies (DC 25), this may incur SAN loss depending on the creature or circumstances.
Rank 11 : With a full round of concentration the Protagonist can see images of anyone that has come in physical contact with a small object or corpse or entered / exited a single room up to 1 day into the past per level (DC 25). Can see 10 minutes per level into a single person’s future (DC 25). Can see the current activities and location of one person known to the person being touched that is within 1 mile per level during a full round of concentration OR a person separated by three degrees of separation within 100‘ (DC 25). Search can be used to dowse for water or find objects that give off an energy field (EM for example) (DC 30).
Rank 13 : With a full round of concentration the Protagonist can see images of anyone that has come in physical contact with a small object or corpse or entered / exited a single room up to 1 week into the past per level (DC 30). Can see 15 minutes per level into a single person’s future (DC 30). Can see the current activities and location of one person known to the person being touched that is within 10 miles per level during a full round of concentration OR a person separated by four degrees of separation within 100‘ (DC 30).
Rank 23 : With a full round of concentration the Protagonist can see images of anyone that has come in physical contact with a small object or corpse or entered / exited a single room up to 1 year into the past per level (DC 40). Can see a single person’s eventual death (DC 40). Can see the current activities and location of one person known to the person being touched that is anywhere on the planet Earth during a full round of concentration OR a person separated by six degrees of separation within 100‘ (DC 40). A single successful Search check (DC 45) will remove the scales from your eyes, there is no portion of reality hidden from your senses of touch, sight, hearing and smell/taste. This effect is permanent and the check can only be attempted once ever, if unsuccessful the Protagonist will be luckily blind to a higher reality. This last power usage automatically reduces SAN by half.

Telepathy
The Protagonist can both read the thoughts of those around him as well as project his own thoughts into their minds. Eventually he can reach deep into their minds and reveal their secrets as well. These powers only work on the human mind, any supernatural evil or alien horror is simply too….alien… to be read or probed.
Rank 1 : The Telepath can read the surface thoughts of an individual within 10’ for one round (DC 10 for a willing mind of Will Save DC 25 for an unwilling mind). He can send a single image or simple sentence into the mind of an individual within 30’ (DC 10 for a willing mind of Will Save DC 25 for an unwilling mind).
Rank 5 : The Telepath can read the surface thoughts of an individual within 30’ for one round (DC 15 for a willing mind of Will Save DC 20 for an unwilling mind). He can send a single image or simple sentence into the mind of an individual within 60’ (DC 15 for a willing mind of Will Save DC 20 for an unwilling mind). Can send a blast of mental static into an opponent’s mind up to 10‘ away, this causes him to lose one combat action (Will Save DC 20 + Psychic Focus skill).
Rank 8 : The Telepath can read the surface thoughts of an individual within 60’ for one round (DC 20 for a willing mind of Will Save DC 15 for an unwilling mind). He can send a single image or simple sentence into the mind of an individual within 120’ (DC 20 for a willing mind of Will Save DC 15 for an unwilling mind). Can hold a mental conversation with a willing participant for 1 round within 10‘ (DC 20). Can send a blast of mental static into an opponent’s mind up to 30‘ away, this causes him to lose one round of actions and movement (Will Save DC 15 + Psychic Focus skill).
Rank 11 : The Telepath can read the surface thoughts of an individual within 120’ for one round (DC 25 for a willing mind of Will Save DC 10 for an unwilling mind). He can send a single image or simple sentence into the mind of an individual within 1 mile (DC 25 for a willing mind of Will Save DC 10 for an unwilling mind). Can hold a mental conversation with a willing participant for 1 round per level within 10‘ (DC 25). Can send a blast of mental static into an opponent’s mind up to 30‘, this causes him to lose one round per level of actions and movement (Will Save DC 10 + Psychic Focus skill).
Rank 13 : The Telepath can read the surface thoughts of an individual within 1 mile for one round (DC 30 for a willing mind of Will Save DC 5 + Psychic Focus skill for an unwilling mind). He can send a single image or simple sentence into the mind of an individual within 1 mile per level (DC 30 for a willing mind of Will Save DC 5 + Psychic Focus skill for an unwilling mind). Can hold a mental conversation with a willing participant for 1 round per level within 60‘ (DC 30). Can send a blast of mental static into an opponent’s mind up to 60‘ away, this causes him to lose 1 round per level of actions and movement (Will Save DC 5 + Psychic Focus skill). He can also send out a blanket of mental static that will stun everyone in a 30’ radius for 1 round (Will Save DC 5 + Psychic Focus skill).
Rank 23 : The Telepath can read the surface thoughts of an individual within 1 mile per level for one round (DC 40 for a willing mind of Will Save DC =  Psychic Focus skill for an unwilling mind). He can send a single image or simple sentence into the mind of an individual anywhere on Planet Earth (DC 40 for a willing mind of Will Save DC = Psychic Focus skill for an unwilling mind). Can hold a mental conversation with a willing participant for 1 minute per level within 1 mile (DC 40). Can send a blast of mental static into an opponent’s mind up to 60‘ away, this causes him to become catatonic for 1 minute per level (Will Save DC = Psychic Focus skill). He can also send out a blanket of mental static that will stun everyone in a 120’ radius for 1 round per level (Will Save DC = Psychic Focus skill). The Telepath can now officially blow someone’s mind, with a full round of concentration and physical contact he can cause a person to become permanently catatonic (Will Save DC = Psychic Focus skill). This last power usage automatically deducts 15 SAN.

SAVE TABLES (PHB3.5 PG.22) – Fortitude (Poor), Reflex (Poor), Will (Good)

BASE ATTACK BONUS (PHB3.5 PG.22) – Average

STARTING EQUIPMENT:  Wealth bonus is 15 + Level + WIS modifier.

1.5.3 Autodidact

He was never what you would consider normal, this Protagonist has always been scarily bright even at a young age and yet also highly imbalanced. Whether it is due to a mutation, autism, pre-natal drug use or some other explanation this character has developed a brain that is an information and experience sponge. Inspirations: Dustin Hoffman from Rain Main, the autistic savant in Cube, the girl with muscle-memory powers from Heroes.

PRIME REQUISITES – Autodidacts are all about raw brain power coupled with highly adaptive musculature, thus INT and DEX are requirements for them.

PROTAGONIST ALIGNMENT – Autodidacts are loners like so many other misunderstood geniuses thus are never Lawful in alignment.

PSYCHOLOGICAL DISORDER –  Autodidacts are more unhinged than most geniuses because they have no internal filter for all the stimuli they don’t wish to perceive. They must choose TWO disorders from the following categories: Anxiety Disorders, Dissociative Disorders, Impulse Control Disorders, Mood Disorders or Sleep Disorders.

CLASS SKILLS – All but must have access to reading materials or video footage of the skill in action to learn it.

Skill Points at 1st Level: (2 + INT and DEX modifiers) x 4
Skill Points at Each Additional Level: (2 + INT and DEX modifiers)

FEATS – Autodidacts start with 2 Feats at 1st level and then 1 feat every level divisible by 2 (2nd, 4th, 6th, 8th etc). They have access to all feats as long as they have access to reading materials or video footage of the feat in action.

CLASS FEATURES – At 1st level each Autodidact must choose an Affinity, this is a loose group of skills that particularly fascinate and obsess the Protagonist. This imparts a +4 to all skill checks with those skills as well as +2 to Concentration checks when employing those skills. The groups are as follows:
Math & Probabilities – Computer Use, Decipher Script, Gamble, Knowledge (Physical Sciences, Technology and Tactics) and Perform (Keyboards).
Observational – Disable Device, Gather Information, Investigate, Listen, Research, Search, Sense Motive and Spot.
“I’m an excellent driver!” – Craft (Mechanical), Drive, Navigate, Pilot, Repair and Ride.
Trivia Master – Computer Use, Knowledge (All) and Research.
Linguist – Computer Use, Craft (Writing), Decipher Script, Forgery, Knowledge (History), Read/Write Language and Speak Language
Heart of an Artist – Craft (Structural and Visual Art), Forgery, Knowledge (Art and Popular Culture), Perform (All but Stand-Up), Sleight of Hand and Tumble.
Monkey Boy – Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Perform (Dance), Ride, Sleight of Hand, Swim and Tumble.
Bonus Features : At 5th level this bonus increases to +6 for skill checks and +4 to Concentration checks. At 10th level it increases again to +8 and +6.

SAVE TABLES (PHB3.5 PG.22) – Fortitude (Poor), Reflex (Good), Will (Poor)

BASE ATTACK BONUS (PHB3.5 PG.22) – Poor

STARTING EQUIPMENT:  Wealth bonus is 10 + Level + INT modifier.

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