Sunday, January 22, 2017

New Class: Sensate (WIP)


Level
BAB
Fort
Ref
Will
Special
Power Points/Day
Powers known
Maximum power level known
1
0
0
0
+2
Manipulations, Share skill, Empath, Sense node
1
1
1st
2
+1
0
0
+3

2
2
1st
3
+2
+1
+1
+3
Echo power (1/day)
4
3
1st
4
+3
+1
+1
+4
Greater Manipulation
6
4
2nd
5
+3
+1
+1
+4

8
5
2nd
6
+4
+2
+2
+5
Echo power (2/day)
12
6
2nd
7
+5
+2
+2
+5

16
7
3rd
8
+6/+1
+2
+2
+6
Greater Manipulation
20
8
3rd
9
+6/+1
+3
+3
+6
Echo power (3/day)
24
9
3rd
10
+7/+2
+3
+3
+7

28
10
4th
11
+8+/3
+3
+3
+7

36
11
4th
12
+9/+4
+4
+4
+8
Greater Manipulation, Echo power (4/day)
44
12
4th
13
+9/+4
+4
+4
+8

52
13
5th
14
+10+5
+4
+4
+9

60
14
5th
15
+11/+6/+1
+5
+5
+9
Echo power (5/day)
68
15
5th
16
+12/+7/+2
+5
+5
+10
Greater Manipulation
80
16
6th
17
+12/+7/+2
+5
+5
+10

92
17
6th
18
+13/+8/+3
+6
+6
+11
Echo power (6/day)
104
18
6th
19
+14/+9/+4
+6
+6
+11

116
19
6th
20
+15/+10/+5
+6
+6
+12
Greater Manipulation
128
20
6th






The mind is a powerful tool and can be a dangerous weapon, but it is not infallible, and can be manipulated. For some, the raw power of the psion holds little appeal, and they prefer a subtler approach. They use their psionic talent to manipulate the senses, bodies, emotions and thoughts of others, and find a a path that offers power of its own. These people are the Sensates, and they can be a powerful ally or a fearsome foe. Sensates are able to offer boons to their allies or attack their enemies minds and senses. They can be entertainers, using performance and manipulating the senses and emotions of their audience. They can be spies, pulling the secrets subtly from their targets and disappearing before anyone notices them.

Sensates are in some ways, incredibly versatile in their skills and abilities. However, they do not have the raw manifesting potential of other classes, nor the best combat abilities. They do however, have access to unique methods of manipulation that can have a great effect, both on and off the battlefield.

Role: Sensates often serve as the "Face" of the party, with their high charisma, social skills and manipulations. Whilst Sensates are trained in combat, they are not frontline combatants, more ably able to support and assist. Their manifesting power lacks the range and depth of the psion, but their powers are well suited to their abilities.

Class skills:
Appraise (Int), Autohypnosis (Wis), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Handle animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (History, Local, Psionics) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive, Spellcraft (Int), Stealth (Dex), Use Magic Device (Cha).

Weapon and Armour Proficiency:

Sensates are familiar with all simple weapons and light armour. In addition, they are proficient with any one light melee weapon or ranged weapon of their choice.






Power points per day:

A Sensate’s ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on the table above. In addition, she receives bonus power points per day if she has a high Charisma Score. Her race may also provide bonus power points per day, as may certain feats and items.

Powers known:
A Sensate begins play knowing one Sensate power of your choice. Each time she achieves a new level, she unlocks the knowledge of a new power.
Choose the powers known from the Sensate power list. (Exception: The feat Expanded Knowledge does allow a Sensate to learn powers from the lists of other classes.) A Sensate can manifest any power that has a power point cost equal to or lower than her manifester level.
The total number of powers a Sensate can manifest in a day is limited only by her daily power points.
A Sensate simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night's sleep each day to regain all her spent power points.
The Difficulty Class for saving throws against Sensate powers is 10 + the power's level + the Sensate’s Charisma modifier.
Maximum Power level known:
A Sensate begins play with the ability to learn 1st-level powers. As she attains higher levels, she may gain the ability to master more complex powers.
To learn or manifest a power, a Sensate must have a Charisma score of at least 10 + the power's level.




Manipulations:
Sensates begin to learn psionic abilities that manipulate themselves and others. Unless otherwise stated, a manipulation takes a standard action to activate, and a swift action to maintain. A Sensate can activate and/or maintain a manipulation equal to 4+ his charisma modifier per day. Each additional level of sensate allows 2 additional activations/rounds per day. A sensate cannot maintain two separate manipulations, nor can he activate a manipulation whilst maintaining another, unless they have the Dual Manipulations Feat.

At 4th level and every 4th level thereafter, the Sensate chooses a single Greater Manipulation from the greater manipulations list. These adhere to the same rules as base manipulations unless otherwise stated.

All manipulations are supernatural abilities.

Basic manipulations:

Inspire Courage: A 1st level Sensate can manipulate emotions to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be within close range (25 feet +5 feet/level) or share a network with them. An affected ally receives a +1 Morale on saving throws against fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six sensate levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability.  (Maintain)

Inspire fear: A 1st level Sensate can manipulate emotions to inspire fear in a single enemy, increasing their vulnerability fear and limiting their combat abilities. To be affected, an enemy must be within close range (25 feet +5 feet/level). If the enemy fails a will save (DC 10+ half sensate level + Cha modifier). An affected enemy receives a -1 fear penalty on saving throws against fear effects and a -1 competence bonus on attack and weapon damage rolls. At 5th level, and every six sensate levels thereafter, this penalty increases by +1, to a maximum of +4 at 17th level. Inspire fear is a mind-affecting ability.  (Maintain)

Focus senses: Expending one use of manipulation allows a sensate to focus the sight and hearing of one ally. This gives a +2 competence bonus to perception checks for one hour. The bonus granted increases by +1 at 5th level and every 5th level thereafter. Activating this ability takes one minute of focus. (one minute. One hour duration)

Sensory overload: The sensate can attempt to bombard an enemy with a variety of sensory and emotional information. This makes the target flat footed for one round if they fail a will save (DC 10+ half sensate level + Cha modifier).

Greater manipulations:

Focus mind: A sensate can expend their psionic focus, and in doing so provide psionic focus to any character in close range or whom they share a network with. This is done as a swift action and happens immediately.

Sever senses: A Sensate can attempt to disrupt an enemy’s senses. The sensate can attempt to Blind or Deafen an enemy within close range. The enemy makes a will save (DC 10+ half sensate level + Cha modifier). Failure on this save means the enemy is affected until the Sensate ceases the effect, the enemy moves out of range, or makes a successful will save. The target makes a will save at the end of each turn to determine if they can break free of the effect. (Maintain)

Dampen Drive: Expending one use of manipulation allows the Sensate to affect the will of an enemy. The enemy gets a will save (DC 10+ half sensate level + Cha modifier). Failure on this save means the enemy is limited to a standard action for the round. (Maintain)



Share skill:

A Sensate can help to focus the mind and body of an ally. Any time a skill allows assistance, the Sensate can assist with this skill and provide an extra bonus. A sensate does not need to have the skill in question to assist with the aid another check, but receives a -2 on the aid another roll to assist if it is untrained for the sensate. The bonus for success is +4 instead of +2. In addition, the sensate can do this without having to do anything but focus entirely on assistance, and is therefore unrestricted in terms of the task only being possible to be actioned by a single individual.

Empath:

Sensates are subconsciously aware of the feelings and emotions of all around them. This translates to a +2 class bonus to the skills Bluff, Intimidate, Diplomacy and Sense Motive.

Sense node:

Whilst sensates cannot create networks of their own, they join them more easily and provide a boon to the network. A sensate does not count against the number of people that can join into a network. In addition, if the sensate is within range of the network originator, anyone that is that same range as the sensate still counts as in range of the originator.



Echo power:

A sensate of 3rd level can echo any power manifested within range (30ft +5ft/Sensate level or within a collective the sensate is a member of). This power does not have to be on the Sensate’s class list. The power echoed is exactly duplicated (including any metapsionic feats), though a new valid target may be chosen. The Sensate counts as the manifester of this power, and must spend an equal amount of power points to manifest the power. If this would go over the power point limit per manifestation that the Sensate can achieve, the echo fails. A sensate can use this ability 1/day as of third level, and an additional time per day every three levels thereafter.

\Sensorium:

A Sensate of 10th level gains the ability to create a sensorium, a collective of sense and emotion. This counts as a collective network as per the Tactician or Vitalist ability. The Sensate can utilise the network descriptor of any powers. In addition, if at least 4 members of a collective are psionically focuses, the Sensorium also can be focused by one member. This extra focus can be expended by any member at any time.





Sensate Class Powers:

Talents: Conceal thoughts, Create sound, Crystal Light, Dazzle, Detect psionics, Distract, Empathy, Fortify (lesser), Missive, Telepathic Lash

1st: Attraction, Broker, Call to mind, Cloud mind, Déjà vu, Demoralize, Detect compulsion, Disable, Ego whip, Elfsight, Empathic connection, Empty mind, Fortify, Inflict pain, Judge, Mental disruption, Mindlink, Natural healing, Natural Linguist, Psychic tracking, Sense link, Skills as one, Slumber, suppress compulsion, Synesthete, Telempathic projection, Untouchable Terror.

2nd: Animal Affinity, Aversion, Battlesense, Bestow Power, Body Adjustment, Brain lock, Clairvoyant Sense, Compelling voice, Co-ordinate as One, Danger sense, Detect hostile intent, Empathic transfer, Escape detection, False Sensory input, Feat Leach, Heightened vision, Id Insinuation, Missive (mass), Object reading, Preserve Psyche, Psionic blast, Psionic scent, Read thoughts, Recall agony, Sense mind, Sensitivity to Psychic Impressions, Share pain, Touchsight, True Terror.

3rd: Augured Answer, Baleful Mind Trap, Deadly fear, Death Urge, Detect Remote viewing, Empathic Feedback, Empathic transfer (hostile), Fate link, Fear Cascade, Incite passion, Mindlink (thieving), Psychic crush, Remote Viewing, Sensory Cascade, Share pain (forced), Solicit Psicrystal, Ubiquitous Vision,.

4th:  Catapsi, Cleanse Spirit, Co-opt concentration, Dream Message, Heal Injuries, Induce Nightmare, Mind probe, Shatter mind blank, Tower of iron will.

5th: Barred Mind (Personal), Bonding strike, Ensconce, Metaconcert, Psychosis, Recall death, Redopsi, Ultrablast.

6th: Ability as one, Affinity field, Apopsi, Barred Mind, Brutalize wounds, Microcosm, Mind seed, Psionic Chirurgery.

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