2007-01-16, 07:21 PM (ISO 8601)
Re: GitP Prestige Class Contest I - Entry Thread - Sensory Input
Through great mental discipline and physical practice, Master Synesthetes have learned to substitute one sense for another. This ability is similar to the Synesthete psionic power, but is far more wide-reaching and powerful. It allows them to function almost normally when deprived of critical senses such as sight or hearing, and occasionally allows them remarkable abilities based on synergies between the senses.
Hit die: d8
Skills: Spot 8 ranks, Listen 8 ranks, Concentration 8 ranks
Abilities: Wis 13, Int 11, Dex 11
The master synesthetes's class skills (and the key ability for each skill) are Spot (Wis), Listen(Wis), Concentration (Con), Balance (Dex), Climb (Str), Search (Int)
Skill Points at Each Level: 4 + Int modifier.
Weapon and Armor proficiencies: Master Synesthetes receive no additional weapon or armor proficiencies.
The following special abilities, gained at each level, allow the Master Synesthete to "eschew" senses. This allows him to turn off a sense to gain immunities, and to use other senses to gain compensatory and often exceptional abilities.
All of these abilities are marked as requiring one or more other senses. For example, pinpointing the location of poisons (under Eschew Taste) is listed as requiring the senses of smell and touch. This means that, while either of those senses is "turned off" (as allowed by Eschew Smell and Eschew Touch, respectively, for particular immunities), the Master Synesthete cannot pinpoint the locations of poisons without turning them back on (and so losing the immunities). Turning senses off and on are immediate actions.
Eschew Taste (Ex):
At first level, a synesthete can reconstruct the tastes of objects by using his senses of smell and touch, and deliberately turn off his ability to taste normally. This grants him the following abilities:
Eschew Smell (Ex):
- Immunity from sickness or nausea caused by an ingested substance. This does not protect him from other effects of ingested poisons. It requires him to turn off his sense of taste
for as long as he is ingesting the substance, plus an additional full round.
- The ability to "taste" normally, even when the sense is turned off, so long as the synesthete can smell
- The ability to detect, as a standard action, any ingested or contact poisons, or any acids nearby, including whether nearby creatures are venemous or use acidic attacks. This ability requires the sense of touch.
- As a full-round action, he can pinpoint the exact source of the poison or acid. This requires the senses of smell and touch, though it does not require touching the poison or acid.
- A +4 bonus to heal checks to heal damage caused by poison. This ability requires the sense of smell and touch.
- As a standard action, he can gain a rough idea of what something is made of ("metal", "bone", "stone", etc.) by feeling it. This requires the sense of touch. If he makes an appropriate knowledge check (DC 20) he can identify the exact material ("diamond", "adamantine", "human bone"), using his senses of touch and smell.
At second level, a synesthete can reconstruct the smells of objects using only her sense of touch, and can deliberately turn off her sense of smell. This grants her the following abilities:
Eschew Sound (Ex):
- Immunity from sickness or nausea caused by an inhaled substance. This does not protect her from other effects of inhaled poisons. It requires her to turn off her sense of smell for as long as the substance is present, plus an additional full round.
- The ability to "smell" normally, even when normally unable to, so long as the sense of touch is active.
- A +4 bonus to reflex saves vs. any effect that changes the composition of the air, including fire, electricity, acid, and cold, but generally excluding other energy types. This requires the sense of touch.
- A +4 bonus to search checks to find, or survival checks to track, anything with a scent, including most living creatures. Tracking a creature or object this way requires extensive contact with the ground, allowing the character to move at only half normal movement rate. This requires the sense of touch.
At third level, a synesthete can reconstruct sounds using only his senses of touch and sight, and can deliberately turn off his sense of hearing. This grants him the following abilities:
Eschew Touch (Ex):
- Immunity from sonic damage and language-dependent effects. This requires that he turn off his sense of hearing. In order to block language-dependent effects that are already in progress (e.g., a suggestion as it is made), he must be aware that a language-dependent effect is being created (such as through a successful spellcraft check). His hearing must remain off for him to maintain immunity.
- The ability to "hear" even silenced noises, or when deafened. He substitutes Spot checks for Listen checks in these cases. This requires the sense of touch.
- Tremorsense out to 90'. This requires the sense of touch.
- In cases where a Listen check is called for, he may make both Spot and Listen checks, and use whichever result is higher. This requires the sense of touch.
- A +10 bonus to spot checks to read lips or to pronounce an unfamiliar language. This requires the sense of sight, of course.
- He may ignore the auditory component of an illusion, treating all illusions as if they were silent images. This requires the sense of touch.
At fourth level, a synesthete can reconstruct physical sensations using her senses of sight and hearing, and can deliberately turn off her sense of touch. This grants her the following abilities:
Eschew Sight (Ex):
- Immunity from any effect caused by physical pain. This requires that she turn off her sense of touch (a free action) for as long as the pain source is in effect.
- The ability to "feel" normally, even when she has turned off her sense of touch, as long as her sense of sight or her sense of hearing is active.
- By using a standard action to listen carefully to the sounds made by her armor and deduce the best way to adjust it, she can reduce her armor check penalty by half (round down), and to regain half the dex bonus (if any) lost to the armor. This ability requires the sense of hearing for as long as she wants to maintain the reduction, which otherwise lasts until she changes armor, goes to sleep, or loses consciousness.
- By inspecting surfaces and objects visually, she can gain knowledge normally only discoverable by touch, such as whether a surface is hot, cold, or electrified. This requires the sense of sight.
- A +2 bonus to Climb, Balance, and Jump checks. This requires the sense of sight.
- A +2 untyped bonus to dexterity. This requires the senses of both sight and hearing.
At fifth level, a synesthete can create a surprisingly accurate mental picture by relying on the senses of sound and touch. This grants him the following abilities:
- Immunity from gaze attacks and any attack from which blindness would be a protection (such as dazzling lights). This requires that he turn off his sense of sight (a free action) and leave it off for the duration of the effect he is trying to avoid.
- Blindsight out to 60'. This requires the senses of hearing and touch.
- Blindsense out to 120'. This only requires the sense of touch.
- In cases where a Spot check is called for, he may make both Spot and Listen checks, and use whichever result is higher. This requires the sense of hearing.
- Continuous true seeing. This requires the sense of sound or touch.
- The ability to "see", by using a full-round action, any colors or contrasts on an object he can feel thoroughly. This requires the sense of touch.
- A +4 on Search checks to notice unusual stonework, earth, other modified natural features (such as hollow trees) or completely artificial architecture. This operates like a Dwarf's innate Stonecunning ability (with double bonus), but works in any environment. It requires the sense of hearing.
- Suffers no effects of being flat-footed
Last edited by belboz; 2007-02-12 at 01:08 AM.
Reason: Decided to go non-psionic