The Society of Sensation makes their beliefs simple: To understand
the multiverse, one must experience it. If one just searches in books,
or keeps the same rut in life, one wastes the gifts of the multiverse.
Unless you go and experience it, you only see what others show you, and
their coloring to the multiverse. With true experience, you get it
uneditted, raw, and true. This means including not happy experiences,
not just a hedionistic existance. True, Sensates run the Civic Festhall,
and treat others to all the wonderful existances they can find anywhere.
Understanding must be saught, but for a price, they will share their experiences
through their recorder stones.
Hit Dice: d8
Requirements:
* Spot Skill: 7 Ranks
* Listen Skill: 7 Ranks
* At least 1 rank in at least 3 different Knowledge Skills
* Feat: Alertness
Class
Skills:
The class skills of the Sensate (with key attribute) are: Appraise (Int),
Climb (Str), Concetration (Con), Craft (Int), Intuit Direction (Wis), Knowledge
[planes] (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int),
Sense Motive (Wis), Spot (Wis), and Swim (Str). Sensates get 2 +
Int Modifier per level.
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Class
Features:
All the following of the Sinker prestige class:
Weapon and Armor Proficiency: Characters who take a level
of Sensate gain no additional proficiency in weapons, armors, or shields.
Low-light Vision: Sensate automatically gain low-light vision
if he or she didn't already have the ability already. (Ex)
Heightened Senses: Sensates gain a bonus to many skills as
they advance. A Sensate gets a competance bonus equal to their Sensate
class level to: Listen, Sense Motive, and Spot. (Ex)
Dakvision: At second class level, Sensates gain darkvision
- 60' if he or she didn't have the ability already. This does not
negate low-light vision. (Ex)
Sensory Touch: Sensates reaching second level gain an ability
to take the experience of pain from others and experience it themselves.
This supernatural ability can only be used in a moment of quiet reflection
(requiring a Concentration skill check, DC 16) once per day. Failed
checks do not use up this supernatural ability. If successful, the
individual touched heals 1d10 hit points, and the Sensate takes the same
amount on subdual damage as the other individual healed. This subdual
damage must heal naturally, and can't be healed by any magical method.
This ability improves as the Sensate gains expeience; at 5th level, the
Sensate may use the ability twice per day and transfer 2d10 hit points,
and at 8th level, this ability may be used thrice per day, transferring
3d10 hit points. (Su)
Poison Resistance: At third level, Sensates have tasted and
experienced many different poisons, granting a bonus to fortitude saves
against poison equal to the Sensate's class level minus two. (Ex)
Sensory Overload: Third level Sensates use their knowledge
of sensation to focus an opponent senses upon the wound, intensifying the
pain. The Sensate must declare using this ability before attacking;
a missed sensory overload attempt is wasted. If the strike is successful,
the Sensate does damage as normal, then add the exact same amount of damage
as subdual damage to the target. Targets unaffected by subdual damage
(such as constructs or undead) are immune to sensory overload. This
ability improves as the Sensate levels; at 6th level, the Sensate can use
the ability twice a day, and does twice the subdual damage as real damage.
At 9th, it becomes usable three times a day, and the subdual damage is
three times the real damage of the strike. (Su)
Fascinate: In exploring their own experiences and those of
others, Sensates at 4th level or higher may fascinate, exactly like the
bardic music skill of the same name. This spell-like ability is used
at a skill level equal to the Sensate's class and bard class levels (if
any) combined.
Heightened Perceptions: Learning to distinguish well between
real and fake experiences, Sensates of at least fifth level may make a
Will save whenever encountering an illusion for the first time to determine
its true existance. Also, Sensates may make a Spot check to locate
invisable or etherial creatures within 30 feet of themselves (DC 25). (Ex)
Obscure Knowledge: Having gone to many places and experienced
many things, Sensates with six or more class levels gain the Bardic Knowledge
ability, as in the bard class description. They use this ability
at their Sensate class level, plus class level for any other classes that
provide this ability. Also, this allows the Sensate to make any knowledge
skill check untrained. (Ex)
Energy Acceptance: Reaching 7th level, a Sensate may choose
to accept any spell, or spell-like or supernatural ability with an energy
modifier (acid, cold, fire, lightning, or sonic), forgoing any save.
The Sensate is then protected by a protection from elements spell,
as if cast by a sorcerer level equal to the Sensate's class level. (Su)
Scent: At 8th level, Sensates gain the Scent ability, as described
in the Monster Manual. (Ex)
Tremorsense: Ninth level and higher Sensates gain termorsense,
detecting any creature within 90' of the Sensate with both the creature
and the Sensate are in contact with the earth. (Su)
Blindsight: 10th level Sensate have blindsight to 60', regardless
of facing (360 degrees around the Sensate's body). Thus supernatural
ability is always active.
Any comments on the above would be appreciated: DUgorek@hotmail.com