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IT'S A TRAP!!!!!!!
 
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 Telepath

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AuteurMessage
MarvinLeRouge
IT'S A TRAP!!!!!!
IT'S A TRAP!!!!!!
MarvinLeRouge


Nombre de messages : 4662
Age : 46
Localisation : Carcosa
Date d'inscription : 13/12/2006

Telepath Empty
MessageSujet: Telepath   Telepath Icon_minitimeJeu 24 Sep - 18:18

Possible Careers and Professions: Centauri Royal telepath,
corporate telepath, Psi Corps operative, rogue telepath
(‘blip’).

Initial Hit Points: 6.
Additional Hit Points: 2.

The telepath’s class skills (and the key ability for each skill)
are Bluff (Cha), Concentration (Con), Diplomacy (Cha),
Intimidate (Cha), Intrigue (Cha), Investigate (Int), Knowledge
(specific culture, specific local or telepathy) (Int), Linguistics
(Int), Notice (Wis), Sense Motive (Wis) and Telepathy
(Cha).

Skill Points At 1st Level: (4 + Int modifier) x 4.
Skill Points At Each Additional Level: 4 + Int modifier.

Initial Influence: 1d6 in any Influence.
Additional Influence: A telepath may increase any two
Influences by +2.

Class Features

+2 Will Save

P-Rating: Only those with a P-Rating of 1 or higher may be
telepaths. Therefore, in order to take a level in the telepath
class, the character must possess the Telepath feat.

Telepathy Feat: As a telepath grows in skill and experience,
he becomes a formidable mental adversary. At 1st. 3rd, 6th and
9th levels, the telepath may choose one telepathy bonus feat.
They must meet the prerequisites for this feat as normal. If
this is the telepath’s 1st character level, they may forgo this feat
and instead increase their P-Rating by +6.
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