Telepathy

The ability to detect, influence and contact the minds of others is known as Telepathy.

* **Key Ability Score**: Intelligence is the key ability score of Telepathy.
* **Discipline Skill**: Sense Motive
* **Discipline Special**: Zeeks that take Telepathy gain the Limited Telepathy ability if they don’t already possess it. You can mentally communicate with any creatures within 30ft with whom you share a language. Conversing telepathically with multiple creatures simultaneously is as difficult as listening to multiple people speaking. Additionally, you use your Intelligence in place of Wisdom on the Sense Motive skill.

## Discipline Powers

### Agonizing Feedback (Level 1+)

You can spend a Resolve Point as a standard action to establish a telepathic feedback loop with any attackers. For the encounter, whenever you are dealt damage the first time by a creature, that creature must make a Will Save against DC 14 + your ranks in Sense Motive. If they fail, they take half the damage dealt to you as nonlethal damage as they experience the pain they caused you, and experience this effect any time they damage you this encounter. (All effects of this ability are mind-affecting.)

* **Power Boost [level 3+]**: You may spend a Psychic Point whenever a creature is effected by this ability to force them to roll their will save twice and take the lower result.
* **Power Surge [level 10+]**: You may spend an additional Psychic Point whenever a creature fails their Will save against this ability to cause this effect to trigger any time they deal damage to any creature.

### Ambient Aversion (Level 1+)

You can spend a Resolve Point as a standard action to begin emitting a mental aura that induces the most uncomfortable feelings creatures have, causing creatures near you to associate you with those feelings, making it difficult for creatures to attempt to be near you. You emit this aura for 1 hour. Intelligent creatures whose attitudes are Indifferent or worse toward you who move within your adjacent squares must make a Will save with a DC of 10 + your ranks in Sense Motive or treat your adjacent squares as difficult terrain. If creatures make the save, they are immune to the effect for its duration. (All effects of this ability are compulsions, and mind-affecting.)

* **Power Boost [level 3+]**: You may spend a Psychic Point when you activate the ability to increase the aura to a 10-foot radius around you, and increase the DC to 14 + your ranks in Sense Motive.
* **Power Surge [level 7+]**: You may spend an additional Psychic Point as a reaction when attacked by a creature who failed its Will save to make that creature roll its attack twice and take the worse roll.

### Domination (Level 1+)

You can spend a Resolve Point as a standard action to make mental contact with a creature and force into their mind the compulsion to perform a certain action. The creature must make a Will save against a DC equal to 10 + your ranks in Sense Motive. If they fail the save, they perform the action to the best of their ability on their next turn. You may choose to order the creature to perform one of the following actions:

* **Approach**: The target moves toward you as quickly as possible, taking no other actions and triggering reactions (such as attacks of opportunity) for this movement as normal.
* **Drop**: The target drops whatever it is holding. It can’t pick up any dropped item until its next turn.
* **Fall**: The target falls to the ground and remains prone for 1 round. It can otherwise act normally.
* **Flee**: The target moves away from you as quickly and directly as possible for 1 round, taking no other actions and provoking reactions (such as attacks of opportunity) for this movement as normal.
* **Halt**: The target is dazed for 1 round.

(All effects of this ability are compulsions, language-dependent, and mind-affecting.)

* **Power Boost [level 6+]**: You may spend a Psychic Point to instead force a more complex compulsion. On a failed save, you may instead influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect. The suggested course of activity can continue for the entire duration of the ability, which is 1 hour per Zeek level. If the suggested activity can be completed in a shorter time, the effect ends when the target finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the ability's duration expires, the activity is not performed. A very reasonable suggestion imparts a penalty (such as −1 or −2) to the target’s saving throw.
* **Power Surge [level 10+]**: You may spend an additional Psychic Point to instead attempt to completely dominate the creature's will. On a failed save, you establish a telepathic link with the target’s mind and can control its actions for the next 24 hours. Once control is established, the range at which it can be exercised is restricted to line of sight. If you and the target have a common language, you can generally force the target to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still,” including the commands outlined in the base Domination ability. Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Changing your orders or giving a dominated creature a new command is a move action. The target resists this control, and any target forced to take actions against its nature can attempt a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out.

### Erode Sanity (Level 1+)

You can spend a Resolve Point as a full action to target a creature that has failed a Will save caused by one of your Telepathic powers. That creature's future Will saves against your abilities are made at a −2 penalty. This effect lasts until they succeed at a Will save against one of your powers, or 24 hours have passed. (All effects of this ability are language-dependent, and mind-affecting.)

* **Power Boost [level 3+]**: You may spend a Psychic Point to also make the creature hear and see minor figments of their own imagination for the duration. The creature is now also flat-footed and off target for the duration of the power.
* **Power Surge [level 7+]**: You may spend an additional Psychic Point to confuse the target with paranoid suggestions in addition to the other effects listed. They can no longer discern friend from foe, and can’t consider any creature their ally, cannot gain flanking bonuses, benefit from Aid Another, and in battle they attack the nearest creature. This effect lasts for the duration of the current encounter, unless the creature fails another Will save against your powers. If they do, it lasts 24 hours, or until they make a save against one of your powers.

### Hallucination (Level 1+)

You can spend a Resolve Point as a standard action to cause a creature to believe they see and hear a mild vision of your own design. The creature must make a Will save against a DC 10 + your ranks in Sense Motive or see a vision that is up to 10 foot by 10 foot, and no more than 30 feet away. The vision is crafted from the creature’s own mind, and may include details you're not entirely aware of, such as seeing “the creature’s mother.” A particularly believable, likely, or reasonable vision may have a higher save (+1 or +2), while an unlikely vision, or one designed to elicit an emotional response, may have a lower save (−1 or −2). This vision may include sounds, but no words or text. It may include movement, so long as the movement is within the area of effect. The vision lasts for 1 minute, and the creature may make an additional save against the effect at +5 if they physically interact with it. This vision in no way controls the creature’s actions, but it does cause the creature to become distracted to some degree for at least 1 round. If other unaffected creatures interact with the target, the target may gain an additional save against the vision.

* **Power Boost [level 3+]**: You may spend a Psychic Point to increase the strength and efficacy of the vision. It may now include temperature changes of +10 or -10 degrees, as well as smells. The area increases to 30 feet by 30 feet, and the vision may include text or communication. The creature will be able to make another save at a +5 whenever the vision doesn't naturally communicate with them. You may spend a movement action each round controlling the vision.
* **Power Surge [level 7+]**: You may spend an additional Psychic Point to attempt to affect a number of additional creatures equal to your Intelligence modifier. All creatures make a save, and all creatures see and hear the same vision, though the details may be different for each creature, such as seeing a different family member in the vision. If creatures make their save, they may interact with affected creatures to grant them an additional save against the vision.

### Horrifying Epiphany (Level 1+)

You can spend a Resolve Point as a standard action to make mental contact with another creature and pull their deepest hidden fears to the surface. The creature must make a Will save against a DC equal to 10 + your Sense Motive modifier. If the creature fails this save, they are frightened for 1d4 rounds. (All effects of this ability are language-dependent, and mind-affecting.)

* **Power Boost [level 4+]**: You may spend a Psychic Point to either increase the DC by 5 or target an additional creature per 4 Zeek levels with this ability. All target creatures must be within 30 feet.
* **Power Surge [level 7+]**: You may spend an additional Psychic Point to increase the duration of the ability to 1d4 minutes.

### Mnemnomancy (Level 1+)

You can spend a Resolve Point and make a Sense Motive check as a standard action while touching a willing or unconscious creature to search their memories. You use Sense Motive as if it was any skill that the creature is trained in that also allows you to Recall Knowledge. Your Sense Motive check is rolled twice, and you keep the better result to determine what knowledge you found within that creature's memory. This can also be used to make Wisdom checks as if you were that creature attempting to recall general information. In this case, you make an Intelligence check, rolling twice, and using your result as if it were that result. If you do not share a language with the target or anyone seen in the memory you do not gain the ability to understand languages spoken or seen in the memory (All effects of this ability are mind-affecting.)

* **Power Boost [level 5+]**: You may spend a Psychic Point to increase the power of this ability. Instead, of making a Sense Motive check, you reach deeply in the mind or a willing or unconscious creature to extract a specific memory of an event. This ability can target any willing or unconscious sentient creature with an Intelligence score of 3 or higher (or a modifier of −4 or higher). If the target is unwilling to share this memory (or if it would be unable to share the memory, in the case of an unconscious target), it can attempt a Will saving throw against a DC of 10 + your ranks in Sense Motive. If the creature is willing, or fails their save, you instantly receive the memory and may recall it as if it had just happened to you, though you understand that it did not. You may also choose to share a vision of that memory, in real time, with up to 6 allied and willing creatures within 30 feet. The vision can be no longer than 1 minute; if the extracted memory is longer than this, the vision simply ends. The vision includes auditory as well as visual, haptic, olfactory, and other sensory components. The vision typically plays a memory that takes place in a single scene, though it can cut to multiple scenes, if they are related to the memory and its length allows. The vision plays the memory exactly as the target experienced it and from the target’s perspective, so it often lacks context. The target creature must remain quiet and still while the vision is shared.
* **Power Surge [level 10+]**: You may spend an additional Psychic Point to dive deeper and gain up to 5 minutes of memory. You may share this memory with allies as a vision, just as before. You may also target any creature you can see within 30 feet without making physical contact and you may even attempt to target an unwilling conscious creature with any of these effects, though it can attempt a Will saving throw against a DC of 10 + your ranks in Sense Motive. Additionally, You may choose reach into the target’s mind and modify up to 5 minutes of its memories in one of the following ways:
	+ Eliminate all memory of an event the target actually experienced.
	+ Allow the target to recall with perfect clarity an event it actually experienced.  Change the details of an event the target actually experienced.
	+ Implant a memory of an event the target never experienced.
	+ If the target is willing, or fails its saving throw, you proceed by spending as much as 5 minutes (a period of time equal to the amount of memory you want to modify) visualizing the memory you wish to modify in the target. If your concentration is disturbed before the visualization is complete, or if the target moves more than 30 feet away from you at any point during this time, the effect fails. A modified memory does not necessarily affect the target’s actions, particularly if it contradicts the creature’s natural inclinations. An illogically modified memory is usually dismissed as a bad dream, a hallucination, or another similar excuse.

### Mental Interrogation (Level 1+)

You can spend a Resolve Point when you make a Sense Motive check to determine if someone is lying. This grants you and all allies within 30 feet a +5 bonus on their Sense Motive checks.

* **Power Boost [level 3+]**: You may spend a Psychic Point as part of activating this ability to roll your Sense Motive check twice and take the higher roll.
* **Power Surge [level 7+]**: You may spend an additional Psychic Point as part of activating this ability to also begin emitting a telepathic aura that makes it very difficult to lie to you. This aura lasts for a number of minutes equal to your Intelligence modifier, and creatures attempting to Bluff while communicating with you must make a Will save against DC 10 + your ranks in Sense Motive or find themselves unable to force out the lie. If they fail the check by 5 or more, they accidentally blurt out the truth. This effect also grants all Sense Motive checks against that creature a +5 for the duration.

### Overwhelm (Level 1+)

You can spend a Resolve Point as a standard action to attempt to cause a creature to become overwhelmed with thoughts. So long as a creature is your Zeek level or lower, you may force them to make a Will save against a DC equal to 10 + your ranks in Sense Motive or be dazed for one round. (All effects of this ability are language-dependent, and mind-affecting.)

* **Power Boost [level 3+]**: You may spend a Psychic Point to bull rush all creatures within 10 feet instead. If you select this as an Improved Power, all bull rushed creatures are knocked prone.
* **Power Surge [level 7+]**: You may spend an additional Psychic Point to roll your combat maneuver check twice and use the better roll.

### Polygot (Level 1+)

You can spend a Resolve Point to understand the language of a willing creature you can see and hear for 1 minute per Zeek level. This allows you to communicate with creature telepathically as if you share a language and affect them with language-dependent effects. (All effects of this ability are mind-affecting.)

* **Power Boost [level 3+]**: You may spend a Psychic Point to extend the duration to 24 hours, as well as becoming able to speak the language for the duration.
* **Power Surge [level 7+]**: You may spend an additional Psychic Point to treat all creatures as if you shared a language with them for the purpose of affecting them with abilities, even creatures with no language such as most animals.

### Telepathic Communication (Level 1+)

You can spend a Resolve Point and touch a creature as a standard action to form a mental link with a creature, and the two of you may share 10 minutes’ worth of information or conversation in an instant. This ability may allow you to make Charisma- and communication-based skill checks.

* **Power Boost [level 3+]**: You may spend a Psychic Point to instead make eye contact with a creature within 30 feet to activate the ability.
* **Power Surge [level 7+]**: You may spend an additional Psychic Point to instead form a telepathic link with up to 6 other willing creatures within 30 feet. This telepathic link allows you to communicate with these creatures as if conversing in real time, and all hear one another telepathically. You may only have one such telepathic link active at a time, and creating a new one ends the previous one. This telepathic link lasts for 24 hours.

### Telepathic Mental Blast (Level 1+)

Your mental blast is piercing mental scream. You disrupt the thoughts of a target within 30 feet, dealing nonlethal psychic damage to that target. The target makes a Will save against a DC of 10 + 1/2 your Zeek level + your Intelligence modifier or takes half damage. If they fail the save, they take full damage.

* **Power Boost [level 3+]**: You may spend a Psychic Point to cause targets that failed their save to be sickened for a round, as they are overcome with an intense headache.
* **Power Surge [level 7+]**: You may spend an additional Psychic Point to increase the duration of the sickened condition to a number of rounds equal to your Intelligence modifier.

### Thought Sense (Level 1+)

You can focus as a standard action and spend a Resolve Point to detect and locate creatures within 30 feet that have thoughts as if you had the Blindsense (thoughts) ability. A creature can attempt keep its mind clear to avoid detection by this ability by succeeding at a Bluff check with a DC equal to 10 + your ranks in Sense Motive, but a creature under the influence of a mind-affecting effect or condition cannot try to avoid detection. Creatures under the effects of nondetection or similar effects automatically avoid detection by this ability. Unless otherwise stated, constructs, mindless creatures, and creatures with an Intelligence lower than 2 can't be sensed this way. This ability lasts a number of rounds equal to your Intelligence modifier.

* **Power Boost [level 7+]**: You may spend a Psychic Point to Increase the DC by 5, and gain the ability to focus as a move action on a creature you have located with this ability and read their surface thoughts. The creature must make a Will save against a DC equal to 10 + your ranks in Sense Motive. If they fail, you hear their surface thoughts as if they were speaking to you telepathically. This ability lasts a number of rounds equal to your Intelligence modifier.
* **Power Surge [level 10+]**: You may spend an additional Psychic Point to improve this ability to act as Blindsight (thoughts). Seeing a creature with this ability counts as being able to see them for the purposes of targeting them with powers.

## See Also

* Zeek
* Phreak