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POWERS
Select a Power from the drop-downlist:
Attraction
Telepathy (Cha) [Compulsion, Mind-Affecting]
Level: 1
Display: Audible
Manifestation Time: Attack action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 hour/level
Saving Throw: Will negates
The manifester plants a compelling attraction in the mind of the target. The attraction can be toward a particular person, an object, an action, or an event. The power's target takes reasonable steps to meet, get close to, attend, find, or perform the object of its implanted attraction. For the purposes of this power, "reasonable" means that while fascinated, the target doesn't suffer from blind obsession. The target will not undertake obviously self-destructive actions. The subject can still recognize danger, but will not flee unless the threat is immediate. If the manifester makes the target feel an attraction to the manifester, the manifester can't command the subject indiscriminately, although he or she will be willing to listen to the manifester (even if the subject disagrees). This power grants the manifester a +4 bonus to his or her Charisma modifier when dealing with the subject.
Brain Lock
Telepathy (Cha) [Mind-Affecting]
Level: 2
Display: Visual, Material
Manifestation Time: Attack action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature of Medium-size or smaller
Duration: 1 round/level (D)
Saving Throw: Will negates
The target's higher mind is locked away. He or she stands mentally paralyzed, unable to take any actions. The brain locked subject is not stunned (so attackers get no special advantage). He or she can defend him or herself against physical attacks (Dexterity bonus to Defense still applies), but otherwise can't move, and can't use psionic powers.
A brain locked flyer can't flap its wings and falls. A swimmer can't swim and may drown.
Charm Person
Telepathy (Cha) [Compulsion, Mind-Affecting, Language-Dependent]
Level: 1
Display: Mental
Manifestation Time: Attack action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One person
Duration: 1 hour/level
Saving Throw: Will negates
This power makes a Medium-size or smaller person regard the manifester as his or her trusted friend and ally. If the target is currently being threatened or attacked by the manifester or allies, however, the subject receives a +5 bonus on his or her saving throw.
The power does not enable the manifester to control the charmed person as if he or she was an automaton, but he or she does perceive the manifester's words and actions in the most favorable way. The manifester can try to give the subject orders, but the manifester must win an opposed Charisma check to convince the subject to do anything he or she would not ordinarily do. (The manifester can't try again.) A charmed person never obeys suicidal or obviously harmful orders. Any act by the manifester or his or her apparent allies that threatens the charmed person breaks the power. Note also that the manifester must speak the person's language to communicate his or her commands.
Daze
Telepathy (Cha) [Compulsion, Mind-Affecting]
Level: 0
Display: Mental, Material
Manifestation Time: Attack action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One person
Duration: 1 round
Saving Throw: Will negates
This power clouds the mind of a Medium-size or smaller target so that he or she takes no actions. Creatures of 5 or more HD or levels are not affected. The dazed subject is not stunned (so attackers get no special advantage against him or her), but the subject can't move or take actions.
Detect Thoughts
Telepathy (Cha) [Mind-Affecting]
Level: 2
Display: Visual, Mental
Manifestation Time: Attack action
Range: 60 ft
Area: Quarter-circle emanating from you to the extreme of the range
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: Will negates (see text)
The manifester detects surface thoughts. The amount of information revealed depends on how long the manifester studies a particular area or subject.
1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).
2nd Round: Number of thinking minds and the mental strength of each.
3rd Round: Surface thoughts of any mind in the area. A target's Will save prevents the manifester from reading its thoughts, and the manifester must manifest detect thoughts again to have another chance. Creatures of animal intelligence have simple, instinctual thoughts that the manifester can pick up.
Each round, the manifester can turn to detect thoughts in a new area. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Distract
Telepathy (Cha) [Mind-Affecting]
Level: 0
Display: Audible
Manifestation Time: Attack action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: Will negates
The manifester causes the target's mind to wander, distracting him or her. Subjects of distract make all Listen, Spot, Search, and Sense Motive checks at a -1 penalty.
Domination
Telepathy (Cha) [Compulsion, Mind-Affecting]
Level: 4
Display: Mental
Manifestation Time: Attack action
Range: Medium (100 ft. + 10 ft./level)
Target: One Medium-size or smaller creature
Duration: 1 day/level
Saving Throw: Will negates
The manifester can control the actions of a Medium-size or smaller creature. The manifester establishes a telepathic link with the target's mind. If the manifester and his or her subject share a common language, the manifester can generally force the subject to perform as he or she desires, within the limits of the subject's abilities. If no common language is shared, the manifester can only communicate basic commands. The manifester knows what the target is experiencing but does not receive direct sensory input from him or her.
The target resists this control, and if forced to take an action that goes against his or her nature he or she receives a new saving throw with a bonus of +1 to +4, depending on the type of action required. Obviously self-destructive orders are ignored, regardless of the result of the saving throw. Once control is established, the range at which it can be exercised is unlimited. The manifester need not see the target to control him or her.
False Sensory Input
Telepathy (Cha) [Mind-Affecting]
Level: 3
Display: Mental
Manifestation Time: Full-round action
Range: Long (400 ft. + 40 ft./level)
Target: One living creature
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: Will negates
The manifester has a limited ability to falsify one of the target's senses. The subject thinks he or she sees, hears, smells, tastes, or feels something other than what his or her senses actually report. The manifester can't fabricate a sensation where none exists, nor make the target completely oblivious to a sensation, but the manifester can falsify the specifics of one sensation for different specifics. The manifester can switch between senses he or she falsifies round by round. A manifester can't alter a sensation's "intensity" by more than 50%. If this power is used to distract an enemy psionic character who is attempting to manifest a power, the enemy must make a Concentration check as if against a non-damaging power (the DC equals the distracting power's save DC + 3 in this case).
Forced Mindlink
Telepathy (Cha)
Level: 4
Display: Material
Manifestation Time: Attack action
Range: Close (25 ft. + 5 ft./2 levels)
Target: You and one other creature who is initially no more than 30 ft. away
Duration: 10 minutes/level
Saving Throw: Will negates
The manifester forges a telepathic bond with another person or creature, which must have an Intelligence score of 6 or higher. The manifester can communicate telepathically through the bond even if he or she does not share a common language with the subject. No special power or influence is established as a result of the bond and the target is not compelled to communicate with the manifester. Once the bond is formed, it works over any distance.
Inflict Pain
Telepathy (Cha) [Mind-Affecting]
Level: 2
Display: Audible
Manifestation Time: Attack action
Range: Long (400 ft. + 40 ft./level)
Target: One living creature
Duration: Concentration, up to 5 rounds
Saving Throw: Will negates
The manifester telepathically attacks the target's mind, dealing 3d6 points of damage.
Lesser Domination
Telepathy (Cha) [Compulsion, Mind-Affecting, Language-Dependent]
Level: 3
Display: Mental
Manifestation Time: Attack action
Range: Medium (100 ft. + 10 ft./level)
Target: One Medium-size or smaller creature
Duration: 1 day/level
Saving Throw: Will negates
The manifester can control the actions of a Medium-size or smaller creature. The manifester establishes a telepathic link with the target's mind. If the manifester and his or her subject share a common language, the manifester can generally force the subject to perform as he or she desires, within the limits of the subject's abilities. The power fails if no common language is shared. The manifester knows what the target is experiencing but does not receive direct sensory input from him or her. The target resists this control, and if forced to take an action that goes against his or her nature he or she receives a new saving throw with a bonus of +1 to +4, depending on the type of action required. Obviously self-destructive orders are ignored, regardless of the result of the saving throw. Once control is established, the range at which it can be exercised is unlimited. The manifester need not see the target to control him or her.
Lesser Mindlink
Telepathy (Cha)
Level: 1
Display: Material
Manifestation Time: Attack action
Range: Close (25 ft. + 5 ft./2 levels)
Target: You and one other creature who is initially no more than 30 ft. away
Duration: 10 minutes/level
Saving Throw: None
The manifester forges a telepathic bond with another person or creature, which must have an Intelligence score of 6 or higher. The bond can be established only with a willing subject, who therefore receives no saving throw and gains no benefit from power resistance. The manifester can communicate telepathically through the bond even if he or she does not share a common language with the subject. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance.
Mental Blast
Telepathy (Cha)
Level: 3
Display: Visual
Manifestation Time: Attack action
Range: 60 ft.
Target: One living creature
Duration: Instantaneous
Saving Throw: Will negates
The manifester delivers a telepathic strike that stuns the target for 3d4 rounds.
Mindlink
Telepathy (Cha)
Level: 3
Display: Material
Manifestation Time: Attack action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which are initially more than 30 ft. apart
Duration: 10 minutes/level
Saving Throw: None
The manifester forges a telepathic bond with one or more people or creatures, which must have Intelligence scores of 6 or higher. The bond can be established only with willing subjects, who therefore receive no saving throw and gain no benefit from power resistance. The manifester can communicate telepathically through the bond even if he or she does not share a common language with the subjects. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance.
Mind Probe
Telepathy (Cha)
Level: 5
Display: Visual, Material, Audible
Manifestation Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 minute/level
Saving Throw: Fortitude negates
All the target's memories and knowledge are accessible to the manifester. The manifester can learn the answer to one question per round, to the best of the target's knowledge. The manifester can also probe a sleeping target, though the target may make a Will save against the DC of the mind probe to wake after each question. Targets who do not wish to be probed can attempt to move beyond the power's range, unless somehow hindered. The manifester poses the questions telepathically, and the answers to those questions are imparted directly to his or her mind. The manifester and the target do not need to speak the same language, though less intelligent creatures may yield up only appropriate visual images in answer to the manifester's questions.
Missive
Telepathy (Cha) [Language-Dependent]
Level: 0
Display: Visual
Manifestation Time: Attack action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will negates
The manifester sends a telepathic message of up to ten words to any living creature within range. This is strictly a one-way exchange from the manifester to the target. The manifester and the target must share a common language for the communication to be meaningful.
Suggestion
Telepathy (Cha) [Compulsion, Mind-Affecting, Language-Dependent]
Level: 2
Display: Audible
Manifestation Time: Attack action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 hour/level or until completed
Saving Throw: Will negates
The manifester influences the actions of the target by suggesting a course of action (limited to a sentence or two). The suggestion must be worded in such a manner as to make the action sound reasonable.
The suggested course of action can continue for the entire duration. If the suggested action can be completed in a shorter time, the power ends when the subject finishes what he or she was asked to do. The manifester can instead specify conditions that will trigger a special action during the duration. If the condition is not met before the power expires, the action is not performed.
A very reasonable suggestion causes the saving throw to be made with a penalty at the discretion of the GM.
Tailor Memory
Telepathy (Cha) [Mind-Affecting]
Level: 4
Display: Audible
Manifestation Time: Attack action
Range: Medium (100 ft. + 10 ft./level)
Target: One target of Medium-size or smaller
Duration: Instantaneous
Saving Throw: Will negates (see text)
The manifester inserts a memory of his or her own choosing in the target's mind. The manifester can insert a memory of up to 1 round duration per four manifester levels. The manifester chooses when the fake event occurred any time within the last week. The manifester can't read the target's memory with this power.
Tailoring a memory is tricky, because if it is not done right the target's mind recognizes it as false. Dissonance occurs if a manifester inserts a memory that is out of context with the target's past experience. The target gains a bonus of +1 to +4 on his or her saving throw, depending on the magnitude of dissonance create by an out-of-context memory, as determined by the GM. Likewise, inserting a memory of the target taking an action against his or her nature grants a +1 to +4 bonus, depending on the type of memory inserted. Inserting a memory that couldn't possibly be true causes the power to fail automatically.


