Jallorn
2010-06-18, 04:05 PM
Sin Seer
Sin Seers are people who have experienced incredible evil, and have chosen to make the eradication of such evil their goal. Sin Seers are rare, and what stories there are show them to be mostly half insane, but no one really fears them, until they have come and gone. Sin Seers have a way of making everyone in a community feel sorrowful about even small cruelties, and their passing tends to leave the community closer knit for it, but they themselves will never find peace or comfort. They know better than anyone what kind of pain they bring upon evil ones, and though they see it as necessary to prevent further pain, as the most empathetic beings on the material pain, they can never stop feeling the pain they deliver.
Requirements
Skills: Sense Motive 8 ranks
Psionics: Able to manifest Forced Share Pain or Hostile Empathic Transfer
Alignment: Must be neutral on the good-evil axis
Special: Must have been grievously wronged or watched a loved one be grievously wronged (torture or equivalent cruelty)
Class Skills
Skill Points: 4+Int
Skills:Auto Hypnosis, Bluff, Concentration, Craft, Diplomacy, Knowledge, Profession, Sense Motive
Hit Dice:d4
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Psionics
1st|
+0|
+0|
+0|
+2|Pain Recalled|
2nd|
+1|
+0|
+0|
+3|Shelter of Scars|+1 level of existing manifesting class
3rd|
+1|
+1|
+1|
+3|Horror Relived|+1 level of existing manifesting class
4th|
+2|
+1|
+1|
+4|Empathic Shelter|+1 level of existing manifesting class
5th|
+2|
+1|
+1|
+4|Sinner's Empathy|+1 level of existing manifesting class[/table]
Pain Recalled: The Sin Seer draws power from the pain and horrors he has experienced. Whenever the Sin Seer manifests Forced Share Pain or Hostile Empathic Transfer, he may affect the power with any one metapsionic feat without expending his psionic focus.
Shelter of Scars: After ample healing time, the wounds a Sin Seer once experienced harden his mind against future assaults. At second level, he becomes immune to fear effects, and gains a 50% immunity to any other mind affecting effects. At level four this improves to complete immunity to all mind affecting effects.
Horror Relived: At third level, a Sin Seer can force an enemy to experience horrors they have witnessed or experienced. As a standard action, the Sin Seer may affect a number of opponents within line of sight equal to their manifesting ability modifier (Int for psions, Cha for wilders, etc.) This ability can do several things.
*The Sin Seer can attempt to scare their enemies by showing them what drives them. If the targeted opponents fails a Will save DC equal to 15+Sin Seer's class level+manifesting ability modifier, then he is shaken. If he fails a Will save with DC equal to 13+class level+manifesting ability modifier, he is frightened, and if he fails a Will save with DC equal to 10+class level+manifesting ability modifier, he is panicked. The Sin Seer may choose to allow the target to auto save any of the saves. Evil creatures take -2 to their Will save, while good creatures get +2.
*The Sin Seer may also cause actual pain to the target by forcing them to actually experience the event. When using this application, the Sin Seer deals an amount of damage equal to their class level times their manifesting ability modifier. The target may make a Will save DC 10+the Sin Seer's manifesting ability modifier for half damage. Evil creatures take -2 to their Will save, while good creatures get +2.
The use of either effect of this ability is very draining on the Sin Seer, and after using it, he must wait 2d6 rounds before being able to use it again safely. If he uses it before then, he automatically takes half the damage he would normally deal with the second effect. Both effects are mind affecting effects.
Empathic Shelter: At level 4, the Sin Seer is finally able to protect others from the pain they felt. As a move action each round, the Sin Seer may initiate and maintain an aura of protection. Any creature with 3 or more Int within 30 feet of the Sin Seer may accept this protection and gain immunity to all mind affecting effects that don't originate from the Sin Seer. However, for every round a creature is under the Sin Seer's protection, he gains a cumulative -2 to any will saves against mind affecting effects originating from the Sin Seer. This penalty lasts for 24 hours after the creature leaves the Sin Seer's protection.
Sinner's Empathy: Once a week as a full round action at level 5, the Sin Seer may force an evil or neutral creature, whom she has line of sight to, to experience the pain they have forced on others. The target makes a Will save, DC 15+half the Sin Seer's character level, or falls into a coma lasting xd4 days, where x is the Sin Seers manifesting ability modifier. Each day of the coma, the creature is forced to make another Will save, same DC, or move one step towards good on the alignment scale. If the target reaches good alignment, he immediately emerges from the coma. Neutral characters gain +5 on all Will saves involved in this ability. Evil characters who become neutral during the coma gain +2, not +5, to all will saves. Any character who emerges from such a coma unchanged gains a +10 against any future attempts, this bonus stacks with itself if gained multiple times. The Sin Seer also takes damage equal to the target's first will save, even if it fails, and takes twice that damage again if they emerge unchanged from the coma.
Sin Seers are people who have experienced incredible evil, and have chosen to make the eradication of such evil their goal. Sin Seers are rare, and what stories there are show them to be mostly half insane, but no one really fears them, until they have come and gone. Sin Seers have a way of making everyone in a community feel sorrowful about even small cruelties, and their passing tends to leave the community closer knit for it, but they themselves will never find peace or comfort. They know better than anyone what kind of pain they bring upon evil ones, and though they see it as necessary to prevent further pain, as the most empathetic beings on the material pain, they can never stop feeling the pain they deliver.
Requirements
Skills: Sense Motive 8 ranks
Psionics: Able to manifest Forced Share Pain or Hostile Empathic Transfer
Alignment: Must be neutral on the good-evil axis
Special: Must have been grievously wronged or watched a loved one be grievously wronged (torture or equivalent cruelty)
Class Skills
Skill Points: 4+Int
Skills:Auto Hypnosis, Bluff, Concentration, Craft, Diplomacy, Knowledge, Profession, Sense Motive
Hit Dice:d4
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Psionics
1st|
+0|
+0|
+0|
+2|Pain Recalled|
2nd|
+1|
+0|
+0|
+3|Shelter of Scars|+1 level of existing manifesting class
3rd|
+1|
+1|
+1|
+3|Horror Relived|+1 level of existing manifesting class
4th|
+2|
+1|
+1|
+4|Empathic Shelter|+1 level of existing manifesting class
5th|
+2|
+1|
+1|
+4|Sinner's Empathy|+1 level of existing manifesting class[/table]
Pain Recalled: The Sin Seer draws power from the pain and horrors he has experienced. Whenever the Sin Seer manifests Forced Share Pain or Hostile Empathic Transfer, he may affect the power with any one metapsionic feat without expending his psionic focus.
Shelter of Scars: After ample healing time, the wounds a Sin Seer once experienced harden his mind against future assaults. At second level, he becomes immune to fear effects, and gains a 50% immunity to any other mind affecting effects. At level four this improves to complete immunity to all mind affecting effects.
Horror Relived: At third level, a Sin Seer can force an enemy to experience horrors they have witnessed or experienced. As a standard action, the Sin Seer may affect a number of opponents within line of sight equal to their manifesting ability modifier (Int for psions, Cha for wilders, etc.) This ability can do several things.
*The Sin Seer can attempt to scare their enemies by showing them what drives them. If the targeted opponents fails a Will save DC equal to 15+Sin Seer's class level+manifesting ability modifier, then he is shaken. If he fails a Will save with DC equal to 13+class level+manifesting ability modifier, he is frightened, and if he fails a Will save with DC equal to 10+class level+manifesting ability modifier, he is panicked. The Sin Seer may choose to allow the target to auto save any of the saves. Evil creatures take -2 to their Will save, while good creatures get +2.
*The Sin Seer may also cause actual pain to the target by forcing them to actually experience the event. When using this application, the Sin Seer deals an amount of damage equal to their class level times their manifesting ability modifier. The target may make a Will save DC 10+the Sin Seer's manifesting ability modifier for half damage. Evil creatures take -2 to their Will save, while good creatures get +2.
The use of either effect of this ability is very draining on the Sin Seer, and after using it, he must wait 2d6 rounds before being able to use it again safely. If he uses it before then, he automatically takes half the damage he would normally deal with the second effect. Both effects are mind affecting effects.
Empathic Shelter: At level 4, the Sin Seer is finally able to protect others from the pain they felt. As a move action each round, the Sin Seer may initiate and maintain an aura of protection. Any creature with 3 or more Int within 30 feet of the Sin Seer may accept this protection and gain immunity to all mind affecting effects that don't originate from the Sin Seer. However, for every round a creature is under the Sin Seer's protection, he gains a cumulative -2 to any will saves against mind affecting effects originating from the Sin Seer. This penalty lasts for 24 hours after the creature leaves the Sin Seer's protection.
Sinner's Empathy: Once a week as a full round action at level 5, the Sin Seer may force an evil or neutral creature, whom she has line of sight to, to experience the pain they have forced on others. The target makes a Will save, DC 15+half the Sin Seer's character level, or falls into a coma lasting xd4 days, where x is the Sin Seers manifesting ability modifier. Each day of the coma, the creature is forced to make another Will save, same DC, or move one step towards good on the alignment scale. If the target reaches good alignment, he immediately emerges from the coma. Neutral characters gain +5 on all Will saves involved in this ability. Evil characters who become neutral during the coma gain +2, not +5, to all will saves. Any character who emerges from such a coma unchanged gains a +10 against any future attempts, this bonus stacks with itself if gained multiple times. The Sin Seer also takes damage equal to the target's first will save, even if it fails, and takes twice that damage again if they emerge unchanged from the coma.