Telepath

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Telepaths may seem unfocused when looking at the plethora of tools they have. It can be quite overwhelming to manage the sneak attack, the spells, all of your mental abilities, and slotting them together with your skills. Instead of that, what this class is, is a mental spy that can use their read thoughts to prepare and pave the road for sneak attacks and mental shock. Or if that doesn't suit your fancy you could take more of a support role relying more on your spells and having this solid damage potential in your back pocket. It's a versatile class that can succeed at a variety of tasks as needed by the party.

Role: Spell DPS Utility

Characteristics: Brainbusting rogue-likes with a suite of mental powers

Source: Homebrew

Game Rule Information

The Telepath has the following game statistics.

Abilities: Charisma is your casting stat and auxiliary ability otherwise. Intelligence is needed for skill points and most of the thought detection. Constitution and Dexterity for staying alive.

Alignment: Any

Hit Die: d6

Starting Gold: 5d4 x 10

Class Skills

The Telepath's class skills are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Dex), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (All skills, taken individually)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magical Device (Cha)

Skill Points at 1st Level: (6 + Int modifier) × 4

Skill Points at Each Additional Level: 6 + Int modifier

Class Features

All of the following are class features of the Telepath.

Weapon and Armor Proficiency: A Telepath is proficient with All simple weapons and light armor but not shields

Sneak AttackEx: As the Rogue's ability of the same name. However, she gains sneak attack at a slower rate. Additionally, she can sneak attack any target affected by her Read Thoughts ability.

Read ThoughtsSu: As a swift action, a telepath may attempt to read the mind of her targets as Detect Thoughts, except that she is not subject to the stunning effect of the spell. Additionally, she may concentrate on a number of targets equal to her intelligence modifier, gaining information from all. Each time the telepath is attacked she must attempt a concentration check (DC 10 + damage taken). If she succeeds she maintains concentration; otherwise this ability fails. Any creature caught in the 60 ft. sphere of "read thoughts" must make a will save (DC 15 +1/2 telepath level + Intelligence modifier) or be affected by the ability as detect thoughts. Maintaining concentration for 1 round is a move action.

Spells: Telepaths cast arcane spells spontaneously, like the sorcerer. However, she knows every spell on her spell list and may cast them without preparation. The save DC of Telepath spells are different (DC 10 Caster Level). A telepath uses Charisma as the main casting ability for the class (used for determining bonus spell slots).

TelepathySu: At 1st level the telepath gains telepathy with a range of 50 ft. The range increases to 100 ft. at 5th level and increases by 50 ft, each 5 levels thereafter.

AnticipateEx: At 2nd level a telepath may gain a bonus against opponents she is able to read the mind of (affected by Read Thoughts. She gains the following bonuses against creatures affected by her read thoughts ability.

Insight bonus to AC equal to one-half of the telepath's class level Insight bonus on attack rolls and skill checks equal to one-half the telepath's class level. +1 to DC of all mind affecting spell the telepath casts.

If the telepath's allies are within the range of her telepathy they also benefit from the anticipate bonus, however it is halved (round up). This bonus only applies on creatures who are affected by Read Thoughts ability.

Telepathic InfluenceEx: At 2nd level, the telepath's extended use of telepathy grants her incredible insight on her social skills. She gains an insight bonus equal to her intelligence modifier on all charisma-based checks and her sense motive check. This bonus stacks with the Anticipate skill bonus in combat.

Silent SpellEx: At 3rd level the Telepath gains Silent Spell as a bonus feat.

Mental ShockEx: As a standard action, a telepath may emit powerful telepathic wave. She must succeed on a ranged touch attack against one creature within telepathy range. On a success the telepath deals 1d6 damage per two telepath levels and the targeted creature is affected by their Read Thoughts ability. The targeted creature may make a Will Save (DC 10 + Telepath's level) for half damage and to be unaffected by Read Thoughts.

Uncanny DodgeEx: At 4th level, a telepath retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a telepath already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

EvasionEx: At 4th level and higher, a Telepath can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Telepath is wearing light armor or no armor. A helpless Telepath does not gain the benefit of evasion.

Invisible AuraSu: A telepath possesses no aura. She may alter her aura and the aura of her possessions to make them appear non-magical as magic aura. This ability can be used at will and has no duration.

Instant Read ThoughtsEx: At 6th level, a telepath gains the ability to use Read Thoughts instantaneously. Maintaining concentration for 1 round is now a swift action.

Telepathic ResistanceEx: At 7th level, a telepath gains a +4 bonus on all saving throws made to resist the effect of spells or spell-like abilities of the enchantment or divination school.

Improved Uncanny DodgeEx: At 8th level and higher, a telepath can no longer be flanked. This defense denies a rogue the ability to sneak attack the telepath by flanking her, unless the attacker has at least four more rogue levels than the target has telepath levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Still SpellEx: At 9th level the Telepath gains Still Spell as a bonus feat.

Persistent Read ThoughtsEx: At 11th level, a telepath no longer needs to concentrate to maintain her Read Thoughts ability. Her Read Thoughts ability is now permanently active, she may resume or suppress it as a free action.

Telepathic ImmunityEx: At 14th level, a telepath is constantly under the effect of Mind Blank.

Bypass Mind Blank: At 18th level a telepath is able to pierce magical protection and mindlessness. All her abilities (from Telepath class only) and spells may ignore immunity to mind-affecting ability (such as immunity granted by undead traits or Mind Blank).

Brain HemorrhageEx: At 20th level a telepath is able to cause a Brain Hemorrhage and slay any one living creature who is effected by Read Thoughts ability. The target is entitled to a Will saving throw to survive the attack. If the save is successful, the creature instead takes 3d6 points of damage +2 point per int modifier. This ability can be used a number of times a day equal to your int modifier.

Table 1-1: Telepath Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special Spells per Day Sneak

Attack

Telepathy

Range (feet)

Mental

Shock

0 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Sneak Attack, Read Thoughts, Telepathy 2 1d6 50
2nd +1 +0 +3 +3 Anticipate, Telepathic Influence 3 0 1d6 50
3rd +1 +1 +3 +3 Silent Spell, Mental Shock 3 1 1d6 50 1d6
4th +2 +1 +4 +4 Uncanny Dodge, Evasion 3 2 0 2d6 50 2d6
5th +2 +1 +4 +4 Invisible Aura 3 3 1 2d6 100 2d6
6th +3 +2 +5 +5 Instant Read Thoughts 3 3 2 2d6 100 3d6
7th +3 +2 +5 +5 Telepathic Resistance 3 3 3 0 3d6 100 3d6
8th +4 +2 +6 +6 Improved Uncanny dodge 3 3 3 1 3d6 100 4d6
9th +4 +3 +6 +6 Still Spell 3 3 3 2 3d6 100 4d6
10th +5 +3 +7 +7 3 3 3 3 0 4d6 150 5d6
11th +5 +3 +7 +7 Persistent Read Thoughts 3 3 3 3 1 4d6 150 5d6
12th +6/+1 +4 +8 +8 3 3 3 3 2 4d6 150 6d6
13th +6/+1 +4 +8 +8 3 3 3 3 3 0 5d6 150 6d6
14th +7/+2 +4 +9 +9 Telepathic Immunity 4 3 3 3 3 1 5d6 150 7d6
15th +7/+2 +5 +9 +9 4 4 3 3 3 2 5d6 200 7d6
16th +8/+3 +5 +10 +10 5 5 4 3 3 3 0 6d6 200 8d6
17th +8/+3 +5 +10 +10 5 5 4 4 3 3 1 6d6 200 8d6
18th +9/+4 +6 +11 +11 Bypass Blank Mind 5 5 4 4 4 3 2 6d6 200 9d6
19th +9/+4 +6 +11 +11 5 5 4 4 4 4 3 7d6 200 9d6
20th +10/+5 +6 +12 +12 Brain Hemorrhage 5 5 4 4 4 4 4 7d6 250 10d6

Bonus Spells

In 3.6e, spellcasters who have a limited number of spells per day are granted additional spell slots based on their casting stat modifier according to the table below. In order to receive the bonus spell slots, they must already be able to cast spells of that level.

Table 1-2: Bonus Spells
Skill Bonus Level 0 Level 1 Level 2 Level 3 Level 4 Level 5 Level 6
1 1 1 1 0 0 0 0
2 2 2 1 1 1 1 0
3 3 3 2 2 1 1 1
4 4 4 2 2 1 1 1
5 5 5 3 2 1 1 1
6 6 6 3 2 2 1 1
7 7 7 4 2 2 1 1
8 8 8 4 3 2 2 1
9 9 9 5 3 2 2 2
10 10 10 5 3 3 2 2
11 11 11 6 4 3 2 2