Connected Mind
Hit dice: 8
Connected Mind 1
Skills increase: Diplomacy: 1 Focus: 1 Psionics: 1
Specialisations increase: Lore: 1
◆◆: Connected Mind. This Creature selects a willing target it can see within 5 m. For the next 1 hour connected creatures can telepathically communicate with one another as long as they are within 100 m of each other.
Connected Mind 2
Skills increase: History: 1 Insight: 1 Nature: 1
◆◆: Connected Mind. This Creature selects a 2 willing targets it can see within 5 m. Until the end of next rest connected creatures can telepathically communicate with one another as long as they are within 100 m of each other.
Connected Mind 3
Requirements: Creature level: 6
Skills increase: Diplomacy: 1 Focus: 1 Psionics: 1
Specialisations increase: Lore: 1
◆◆: Connected Mind. This Creature selects a 4 willing targets it can see within 5 m. Until the end of next long rest connected creatures can telepathically communicate with one another as long as they are within 100 m of each other. Whenever one of the connected creatures would take psionic damage any other connected creature can take part or all of that damage instead.
Connected Mind 4
Trait increase: INT: 1
◆◆: Connected Mind. This Creature selects a any number of willing targets it can see within 5 m. Until This Creature uses this ability again connected creatures can telepathically communicate with one another as long as they are within 100 m of each other. Whenever one of the connected creatures would take psionic damage any other connected creature can take part or all of that damage instead.
◆: Free the Mind. Any connected creature can try and break Frightened, Confused, Charmed, Paranoid, or Surprised condition on another connected target. It makes the same check as target. On success the condition ends. First time each turn a creature uses this ability it costs ◆ less to use.