Title: Psychic Vision Author: IroquoisPliskin Pastebin link: http://pastebin.com/5S5RJZpK First Edit: Monday 22nd of April 2013 06:05:51 PM CDT Last Edit: Monday 22nd of April 2013 06:05:51 PM CDT Name: Psychic Vision   Race: Unicorn   Gender:Female   Talent: An eye surrounded by stars (2+ to Sight Beyond Sight/Fourth Eye)   Perks: Psychic Talent: You can telepathically communicate with nearby willing beings. You can pick one person, if they also have Psionic Talent and pick you, you two can communicate over any distance, barring magical interference   Spider Sense: You can tell when danger is coming, and when you are about to be hit. You anticipate approaching stealthed characters. This does not allow the player to directly target stealthed characters with attacks, they must use area of effect attacks (e.g cleave, energy orb, etc)   Observant: You can make Perception checks to notice things as an instant action, using the roll of your other action that turn.   Question Your Methods: You have a scary or intimidating appearance, for your race. (Eyes are different colors, creepy smile, and generally unsettling to be around.)   Flaws: PETA (Ponies for the eating of tasty animals) : For some reason, animals fear you or just don't like you.  Some will flee from you on sight and some will outright attack you .   Two Days Till Retirment: Enemies are more likely to target you, at DM discretion.   Four left feet: on the first turn of battle failure can cause helplessness.   Crazy Pony: You have some issues. Choose from a list of mental disorders or work one out with your DM.  Depending on events of the game your mental illness could become a hindrance to your adventures. Deranged: You are insane. Mad. Crazy. Loco. You will often hear voices and do strange things. People will have a hard time believing anything you say. You also may suffer hallucinations and see things (such as enemies) that aren’t there.   Class: Omniseer   Skills: Improved Spellcasting: passive; for every spell you know or learn, you also know one Improved version of that spell. Whenever you cast the spell, you can choose to cast either the normal or Improved version, using the recharge of the version you cast to determine the next time you can cast that spell. Learning an additional variant costs 1 skill point.   Sight Beyond Sight: spell; see through walls, barriers, illusions, crit sees through lies Improved - Fourth Eye: spell; can see beyond walls, barriers, illusions, lies and the fourth wall. Can tap into meta information and listen in on out of character discussion.   Unicorn Telekinesis: spell; manipulate objects through sheer force of will. Complex tasks and heavier objects may require more focus. Improved - Improved Telekinesis: spell, recharge 2; use sheer force of will to perform highly detailed or complex tasks such as watchmaking, or lifting extreme weights or multiple individuals.   Farsight: automatic spell; peer into the distance without a spyglass, and even see through darkness Improved - Astral Projection: automatic spell, recharge 2; the caster leaves their body to observe fine details and hear sounds in a distant location   Marksman Shot: recharge 3, requires ranged weapon; autocrits (any success is critical)       Alignment:Chaotic Neutral   Inventory: A dark violet robe 4 black leather boots A black leather belt with many pouches  and a baldric 3 simple flintlock pistols with holsters A small bag filled with 100 lead balls 3 flasks of black powder A brass primer Finely ground gunpowder used for priming. A collection of Unicorn,Pegasus,Earth Pony, Griffon, Zebra, Goat, Buffalo, Diamond Dog, and Donkey puppets.   A small silver dagger 60 bits.     Traits: Psychic Vision has a ghost white coat and short seashell pink/white mane with streaks of (Psycho)mantis green and cerise violet and eyes that match the streaks in her hair (ones green others violet)