BATTLESENSE | Su
Gene Pool -4 | Disguise DC Modifier +0
Your mutation allows you to link the minds of your allies who possess limited telepathy or telepathy by creating a collective, dramatically improving their coordination for 2d4+1 rounds. When you manifest this psychic mutation as a standard action, a type of heads-up display appears in each target’s mind, improving their coordination and group awareness. Each affected target can use the Aid Another action as a reaction action. Creatures that move out of the 30-foot range after the power is manifested lose the benefits of this psychic mutation. Additionally, all targets that are also willing members of your collective (if any) gain one special ability of your choice from this list. Your choice affects all members equally.
· +1 circumstance bonus to attack rolls
· +1 circumstance bonus to AC
· +2 circumstance bonus to weapon damage
· +5 circumstance bonus to speed
Once you’ve used battlesense, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately.
Evolution I: Your collective gains two special abilities from the list above.
Evolution II: Your collective gains three special abilities from the list above.

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