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.
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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