Some of the mutations manifested by Newmen and Zooamorphs have opened the door to mastery of mental and psychic phenomena. Those rare individuals who persue this path are called ESPers and are often either feared or revered by the cultures of the Gamma age. In order to first take levels of ESPer a character must first possess a mutation with psychic or paranormal effect. This usually prevents pure strain humans from starting as ESPers and prevents Livemetal from ever taking this class.
Hit Die: 1d6
Class Skills: The ESPer’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Psicraft (Int), Read/Write Language (none), Speak Language (none).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.
Base Attack Bonus: Half (+1 per two levels)
Fortitude Save: Poor
Reflex Save: Poor
Will Save: Good
Defense: Low
Talents: Every ESPer level but 4 and 8.
Bonus Feats: Every 4th ESPer level.
Reputation Bonus: Good
Class Features
All of the following features pertain to the ESPer class.
Weapon, Armor, and Technology Proficiency
ESPers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.
Bonus Feats: An ESPer gains a bonus feat at 4st level, and 8th level.
Talents
At 1st, 2nd, 3rd, 5th, 6th, 7th, and 9th level, the ESPer selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the ESPer qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated. Unless specifically noted otherwise, all ESPer talents are supernatural abilities that require a standard action to activate and provoke an attack of opportunity.
Energy Feild Manipulation Talent Tree
The ESPer can emit and control dangerous energy feilds.
- Ray of Power: Choose between Fire, Cold, Sonic, and Electricity. The ESPer can project a ray of that energy from its body, damaging one target within a range of 25 feet + 5 feet per ESPer level. The ray requires a ranged touch attack to hit its target and does 1d6 damage + 1d6 per two ESPer levels of the chosen energy type. This talent can be selected multiple times, each time with a new type of energy.
- Cone of Power: The ESPer can project a cone of energy that does damage identical to one of the ESPer's selected Rays of Power. The Cone is 20 ft long and deals damage to all creatures within its area. Affected creatures are allowed a reflex save (DC 12 + ESPer's Cha Modifier) to take half damage. Prequisites: Ray of Power.
- Beam of Power: The ESPer can project a line of energy that does damage identical to one of the ESPer's selected Rays of Power. The line is 5 ft wide and has a length equal to the range of the ESPer's Ray of Power. Creatures in its area are allowed a reflex save (DC 13 + ESPer's Cha Modifier) to take half damage. Prerequisites: Ray of Power.
- Blast of Power: The ESPer can produce a spherical blast of energy that does damage identical to one of the ESPer's selected Rays of Power. The blast area is a 10 ft radius sphere anywhere within the range of the ESPer's Ray of Power. Creatures in its area are allowed a reflex save (DC 13 + ESPer's Cha Modifier) to take half damage. Prerequisite: Ray of Power, Cone of Power.
- Veil of Power: The ESPer can produce an energy barrier that protects the ESPer against all energies the ESPer has selected using Ray of Power. Upon activating this barrier the ESPer gains energy resistance equal to 2 x ESPer level. This energy resistance lasts for 24 hours or until it resists damage equal to 10 x ESPer level. If the Veil of Power is destroyed or dispelled, the ESPer can create another on its next action. Prerequisites: Ray of Power
- Shared Veil: The ESPer can create a Veil of Power around any target it can touch. This Veil has a duration of one turn per ESPer level. To create a Veil of Power around an unwilling target requires a succeful touch attack against that target.
Life Manipulation Talent Tree
- Healing Hands: The ESPer can heal wounds (its own or those of others) by touch. Each day it can heal a total number of hit points of damage equal to its ESPer level x its Charisma bonus. The ESPer may choose to divide its healing among multiple recipients, and its doesn’t have to use it all at once. The ESPer can only heal the wounds of living creatures.
- Transfusion: The ESPer can use Healing Hands on other creatures beyond the amount it usually could by sacrificing its own life energy. The ESPer uses Healing Hands normally even after it has exhausted its total amount of healing by taking one damage for every hitpoint it heals. The damage caused to the ESPer by this talent cannot be resisted or reduced in any way. This talent can only be used after all of Healing Hands reserved healing is expended for the day. Prerequisites: Healing Hands
- Regeneration: The ESPer automatically heals a number of hitpoints equal to one half its ESPer levels every hour. The ESPer also can regrow lost or damaged organs and limbs if given enough time. Prerequisite: Healing Hands
- Purification: The ESPer becomes immune to most poisons and diseases and recieves a saving throw bonus equal to one half its ESPer level to resist any effects that would blind, deafen, nauseate, sicken, daze, paralyze, or stun the ESPer. Prerequisites: Healing Hands, Regeneration
- Total Healing: Simply by touching an afflicted creature, the ESPer can remedy and cure the following: ability damaged, blinded, dazed, dazzled, deafened, diseased, exhausted, fatiqued, nauseated, paralyzed, and poisoned. Using this talent causes one point of Constitution damage to the ESPer which can only be healed naturally through rest. Prerequisites: Healing Hands, Regeneration, Purification, Transfusion