Westhart
2017-10-15, 11:13 AM
Touch of Knowledge
Prerequisite: Able to cast any detect spell (detect evil/law/chaos/good/undead) that detects a creature (so not things like detect pits and snares) or use one of the previous as a spell like abilities.
Benefits: You know the type and subtype(s) of a creature that you touch, along with one aspect of its alignment (Determined Randomly). Spells that change the creature such as polymorph and all do not foil this, although mindblank and higher level non-detection spells block it. A creature may make a will save to resist (DC: 10+1/2 character level+Cha mod), that if successful gives immunity to this effect for 24 hours. You can use this ability every 1d4 minutes.
Eyes of the Seeker
Prerequisite: Touch of Knowledge
Benefits: When you touch a creature you instantly know whether or not it has the ability to cast spells; you also learn the highest level spell they can cast, along with the caster level within 3 levels (Roll 1d6; 1-3 subtract the number, 4-6 add the number as if it were the opposite, thus a 4 would count as +1, 5: +2, and 6: +3) a successful will save (DC: 10+1/2 level+Cha mod) negates this effect and gives immunity to this effect for 24 hours. You can use this ability once a round.
Prerequisite: Able to cast any detect spell (detect evil/law/chaos/good/undead) that detects a creature (so not things like detect pits and snares) or use one of the previous as a spell like abilities.
Benefits: You know the type and subtype(s) of a creature that you touch, along with one aspect of its alignment (Determined Randomly). Spells that change the creature such as polymorph and all do not foil this, although mindblank and higher level non-detection spells block it. A creature may make a will save to resist (DC: 10+1/2 character level+Cha mod), that if successful gives immunity to this effect for 24 hours. You can use this ability every 1d4 minutes.
Eyes of the Seeker
Prerequisite: Touch of Knowledge
Benefits: When you touch a creature you instantly know whether or not it has the ability to cast spells; you also learn the highest level spell they can cast, along with the caster level within 3 levels (Roll 1d6; 1-3 subtract the number, 4-6 add the number as if it were the opposite, thus a 4 would count as +1, 5: +2, and 6: +3) a successful will save (DC: 10+1/2 level+Cha mod) negates this effect and gives immunity to this effect for 24 hours. You can use this ability once a round.