MIND PROBE | Su
Gene Pool -4 | Disguise DC Modifier +0
Your mutation allows you to gain access to the subject’s memories and knowledge. As a full action you can attempt to learn the answer to one question per round. A successful INT save (DC = 11 + ½ your character level) ends this psychic mutant ability. Otherwise, the creature can attempt a Bluff check with a DC equal to 11 + your Sense Motive modifier. If it fails its Bluff check, you gain the answer you desire. If it succeeds at its check, you gain no information. If it succeeds by 5 or more, it answers whatever it chooses, and you believe that wrong answer to be true. Your questions are purely telepathic inquiries, and the answers to those questions are imparted directly to your mind. You and the target don’t need to speak the same language, though less intelligent creatures may yield up only appropriate sensory images in answer to your questions. To use this psychic mutation, you must be touching the target. The mind probe lasts 2d4 rounds.
Once you’ve used your mind probe psychic mutation, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Edge at any point to recharge it immediately.
Evolution I: Your mental block base DC is increases to 13.
Evolution II: Your mental block base DC is increases to 15.

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