SENSITIVE Some people are just born different. They're sensitive to things others can't find. Perhaps they can find water, or see ghosts. Or perhaps they know when evil is near. They serve as a sort of psychic early warning system for disasters or supernatural events. This does eventually take it's toll on them, and they become something other than human mentally and spiritually. Or perhaps their abilities come from mised parentage with things unknown...
REQUIREMENTS Skills: Bluff 6 ranks, Knowledge (Arcane) 6 ranks, Knowledge (Theology and Philosophy) 4 ranks
Feats: Medium (see below), and either Educated or Studious
Hit Die: A Sensitive gains 1d8 hit points per level. The characters Constitution modifier applies.
Action Points: A Sensitive gains Action Points equal to 6 plus one half his Character Level (rounded down) for each Level he gains in this class.
Class Skills The Sensitive's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Visual Art, Writing)(Int), Gather Information (Cha), Knowledge (Arcane, Current Events, History, Theology and Philosophy)(Int), Perform (Cha), Research (Int), Sense Motive (Wis), and Sleight of Hand (Dex).
Skills Points at Each Level : 5 + int
BAB Fort Ref Will DB RP Abilities
1. +0 +1 +0 +1 +0 +0 Detect
2. +1 +2 +0 +2 +1 +0 Contact
3. +1 +2 +1 +2 +1 +1 Defend +1
4. +2 +2 +1 +2 +1 +1 Detect
5. +2 +3 +1 +3 +2 +1 Contact
6. +3 +3 +2 +3 +2 +2 Defend +2
7. +3 +4 +2 +4 +2 +2 Detect
8. +4 +4 +2 +4 +3 +2 Contact
9. +4 +4 +3 +4 +3 +3 Defend +3
10.+5 +5 +3 +5 +3 +3 Loss of Humanity
Class Features:
Detect (Su): You gain some mild precognitive abilities at 1st Level. As a Standard Action you may 'feel' a 30' Area to detect a specific something from the following list. You can choose an additional option with each Level, but may only search for one at a time:
Death: You can detect if a murder has occurred here recently. At 1st Level you can detect if one has occurred over the last 24 hours, at 4th Level the last month, and at 7th Level you can detect if a killing has ever occurred. You get a vague idea as opposed to an exact date unless you can make a Wisdom Check (DC 10, +1 for every week since the murder occurred). You may also detect if someone has been injured or is dying. At 1st Level you can tell if someone is at 0 hp or less, or is stabilized. If they are intelligent undead you can make an Opposed Level Check to detect them (you always sense mindless undead). At 4th Level you gain a +2 Bonus on the Level Check vs Undead, and can tell exactly how many hp someone has if they are at 0 or below. At 7th Level you get a +2 Bonus on the Level Check vs Undead.
Cruelty: You can detect if rape, torture, or any horrific acts of cruelty have occurred here recently. At 1st Level you can detect if one has occurred over the last 24 hours, at 4th Level the last month, and at 7th Level you can detect if an act has ever occurred. You get a vague idea as opposed to an exact date unless you can make a Wisdom Check (DC 10, +1 for every week since the incident occurred). You may also detect if someone has committed rape, murder, torture, etc by making an Opposed Level Check. At 4th Level you get a +2 Bonus on this Check, and at 7th it increases to +4.
Lies: You may detect if someone is lying to you by making an Opposed Level Check. At 4th Level you get a +2 Bonus on this Check, and at 7th it increases to +4. You can also detect if something is false (i.e. an illusion for example) by making an Opposed Level Check against whatever is creating it.
Madness: You may detect if someone is insane by making an Opposed Level Check. At 4th Level you get a +2 Bonus on this Check, and at 7th it increases to +4. A successful Sense Motive Check against that person provides an additional +2 Bonus. At 4th Level you will also realize if their mental difficulties are temporary or incurable, and whether or not they are a danger to you. At 7th Level you know the exact nature of their insanity (i.e. you know the specific mental problem they have).
Possession: You can detect if someone or something is under supernatural control such as possession, certain curses, or mental domination if you can make an Opposed Level Check against whatever being is controlling/possessing them. At 4th Level you get a +2 Bonus on this Check, and at 7th it increases to +4.
Portals: At 1st Level you know the vague location of any dimensional gates, portals, tears in space/time, etc (or if one has been present within the last 24 hours). At 4th Level you can tell exactly where it is, and what kind of portal it is, and whether or not it's open (or if one was present within the last month). At 7th Level you can see through the portal to the other side to see what lies beyond it, but anything on the other side can see you as well. You get a vague idea as opposed to an exact date unless you can make a Wisdom Check (DC 10, +1 for every week since the act occurred).
Danger: At 1st Level you automatically detect danger on a worldwide scale. Examples would be a God awakening or arriving planetside, a breakdown in reality, or some other supernatural event. A DC 20 Level Check automatically warns you of danger on a country wide scale (smaller invasions, major planar rifts, war). An Opposed Level Check negates a surprise round, or if you are aware of the attack you aren't Flat-Footed if you haven't acted in the round already. At 4th Level you automatically detect danger on a country wide scale, and with a DC 15 Level Check you can detect local city wide dangers (natural disasters, local Gates or alien infestations, invasion, fires, etc). You also get a +1 Bonus on Opposed Level Checks when using this Ability. At 7th Level you automatically detect local city wide dangers and your Bonus on Opposed Level Checks increases to +2. Automatic detections are considered Free Actions.
Supernatural Beings: You can detect the presence of Supernatural beings whether they are disguised or invisible by making an Opposed Level Check. For purposes of this Ability, Supernatural being includes any being with a Spell-Like or Supernatural Ability. At 4th Level you get a +2 Bonus on this Check, and at 7th it increases to +4.
Supernatural Powers: You can detect the use of any Spell, Spell-Like Ability or Supernatural Ability. At 1st Level you can detect if use has occurred over the last 24 hours, at 4th Level the last month, and at 7th Level you can detect if an ability has ever been used assuming it was sufficiently powerful. A simple summons cast 5 years ago doesn't count. Calling up a deity regardless of how long ago always counts. You get a vague idea as opposed to an exact date unless you can make a Wisdom Check (DC 10, +1 for every week since the act occurred).
At 4th Level you may now use Detect as a Swift Action, and can Detect out to a 60' radius.
At 7th Level you can Detect out to a 120' Radius, and are automatically alerted when something you can Detect happens within range. If you Detect more than one you have the potential for being overwhelmed (make a DC 20 Fortitude Save or be Dazed for 1 round).
Any round on which you use Detect as an Action or an Opposed Check you take a -2 Penalty on Will Saves as you have to open yourself up to get it's benefits..
Contact: At second Level you can make Contact with Supernatural (or at least unnatural) beings you could not normally communicate with by opening your mind as a Standard Action(as with Detect this imposes a -2 Penalty on Will Saves). Initially you must be within physical contact (or an adjacent square if the being is Incorporeal) and only feelings, vague pictures or thoughts are possible to send/receive. Contact with an alien mind causes Sanity Loss equal to that of a failed Willpower Save upon seeing it (i.e. if it normally causes 1d6 San loss on a failed Save, you take 1d6 San Loss).
At 5th Level your range extends to 10', and simple sentences of 10 words or less may be exchanged. You take one point less Sanity damage from contacting an alien mind as you are growing used to it.
At 8th Level your range extends to 30' and you may communicate freely. You now take 2 points less Sanity Damage from Communication.
Defend: At Levels 3, 6, and 9 you gain the listed Bonus on Willpower Saves and against Supernatural Abilities requiring an Opposed Level Check.
Loss of Humanity: Consistent contact with alien minds and powers has left you other than human. Your type changes to Outsider with the Native Subtype. Sanity rules no longer apply to you as you are no longer a human being (this may lead to your becoming an NPC depending on the DM). Communication range extends to 60', and you no longer take a Will Save Penalty for using your Abilities.
Ready to Use SensitiveNameGender/Race/Levels
Init +0,
Senses: Listen +, Spot +,
Languages Action PointsReputation------------------------------------------------
Defense , touch , flat-footed ()
hp ( HD)
Fort +,
Ref +,
Will +
------------------------------------------------
Speed ft. ( squares)
Melee Base Atk +,
Grp +
Atk Options Combat Gear -----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
OccupationSQ Feats TalentsSkills PossessionsMedium You were born sensitive to odd things.
Prerequisites: Must be taken at 1st Level
Benefits: You gain a +2 Bonus on Listen and Spot checks against anything Supernatural. This means any creature with Supernatural abilities or that has the ability to cast spells, or to notice any trap/event/whatever with a supernatural origin.