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    Default Re: GitP Prestige Class Contest I - Entry Thread - Sensory Input

    Transcendant Visionary

    Disclaimer
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    The Demented One doesn’t endorse drug use. It’s probably illegal where you live, unless you’re Gezina, and it ain’t the best of ideas. Consult your local Book of Vile Darkness for more information on D&D rules for drugs; consult your local drug dealer for more information on real life drugs. But no, seriously, don’t.


    Oracles? Seers? Diviners? You feel pretty bad for them, sitting in their silly robes and chanting, hoping their god or some cosmic force or magical fairies are going to show them the future. You know the truth–the future comes in little bottles and powders. Magics and psionics alone can’t show you the future–you have to partner them with narco-alchemy and psycho-chemistry. You’re a Transcendant Visionary, and you know what the world is. Your senses are keener than most humans, and few animals come close to what you can do. With a spellbook in one hand and a bag of drugs in the other, you’re going to touch the future.

    Requirements
    To qualify to become a Transcendant Visionary, you must fulfill all the following criteria.
    Skills: Concentration 10 ranks, Craft (Drugmaking) 10 ranks, Psicraft or Spellcraft 10 ranks
    Spells/Powers: Must be able to cast at least one 3rd level or higher spell of the divination school; or, must be able to manifest at least one 3rd level or higher power of the clairsentience discipline.
    Special: Must have taken a drug and failed the save to avoid addiction.

    The Transcendant Visionary’s class skills are Autohypnosis (Wis), Concentration (Con), Decipher Script, Gather Information (Cha), Knowledge (All skills, taken individually) (Int), Listen (Wis), Profession (Wis), Psicraft (Int), Search (Int), Spellcraft (Int), and Spot (Wis).

    Skill Points per Level: 2 + Int modifier.

    {table=head]Level|Base Attack[br]Bonus|Fort Save|Ref Save|Will Save|Special|Spells/Powers

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Extend Senses, Ritual Purity|+1 level of existing spellcasting/manifesting class

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Mind Over Matter|+1 level of existing spellcasting/manifesting class

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Transcendant Sight|–

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Improved Extend Senses|+1 level of existing spellcasting/manifesting class

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Transcendant Revelation|+1 level of existing spellcasting/manifesting class[/table]

    Class Features
    All the following are class features of the Transcendant Visionary prestige class.

    Weapon and Armor Proficiency
    You gain no additional weapon or armor proficiencies.

    Spellcasting/Manifesting
    Whenever you gain a new Transcedant Visionary level except at 3rd level, you gain new spells or power points per day and spells or powers known as if you had also gained a level in a spellcasting or manifesting class you belonged to before you added the prestige class level. You do not, however, gain any other benefit a character of that class would have gained.

    Extend Senses (Ex)
    At 1st level, whenever you take a drug, you may choose to expand one of your senses. If you extend your sense of sight, then you gain an enhancement bonus on Search and Spot checks equal to your class level, the low-light vision ability, and darkvision out to 60 ft. If you choose to extend your sense of hearing, you gain an enhancement bonus on Listen checks equal to your class level, and you gain blindsense out to 10 ft. If you chose to extend your sense of smell, then you gain the Scent ability (your sense of taste is also heightened when you extend your sense of smell, but this carries no mechanical benefits). If you choose to extend your sense of touch, then you gain an enhancement bonus on checks of any skill of your choice equal to your class level, as long as the chosen skill somehow uses your sense of touch–Climb and Sleight of Hand are good examples, Spellcraft and Use Magic Device aren’t. These benefits last as long as the primary benefit of the drug you consumed does. Even if you consume multiple drug, this does not let you extend more than one sense.

    Ritual Purity (Ex)
    Transcendant Visionaries aren’t just street junkies, they’re prophets. Strict ritual purity is required in the drugs they take, or they lose their keen insights. If you ingest, even unwillingly, a drug not made by either you or another Transcendant Visionary, then you use the benefits of your class features for as long as the drug’s effects last, and for 24 hours thereafter. In addition, your system is so unused to impure drugs, you must make a Fortitude save, DC 20, or be nauseated for 2d4 rounds.

    Mind Over Matter (Ex)
    It’s all in your head. At 2nd level, whenever you ingest a drug, you may make Will saves in place of the Fortitude saves the drug would normally call for.

    Transcendant Sight (Sp or Ps)
    At 3rd level, whenever you take a drug, you may use one of the following spells or powers as a spell or psi-like ability, with caster or manifester level equal to your own. If you do so, you can’t also extend one of your senses. The spells and powers you may use are: arcane sight, augury, clairaudience/clairavoyance, dangersense, deathwatch, detect chaos/evil/good/law, detect hostile intent, detect thoughts, know direction and location, object reading, precognition, sensitivity to psychic impressions, speak with animals, speak with plants, tongues, ubiquitous vision. You can’t use a given ability more than once in a day, and you can only use this ability a number of times per day equal to your class level.

    Improved Extend Senses (Ex)
    At 4th level, the benefits you gain from extending your senses increase. If you extend sight, you gain the benefits of the see invisibility spell. If you extend hearing, you gain blindsense out to 30, rather than 10, ft. If you choose smell, then your ability to pick up scents improves your instincts and reflexes, giving you a +2 insight bonus on Initiative checks and Reflex saves. If you extend touch, then you may choose up to three skills to apply a bonus to.

    Transcendant Revelation (Sp or Ps)
    At 5th level, the secrets of the universe are open to you–you have but to take them. Once per day, by overdosing on a drug–and it has to be one with overdose-related risks–you may use either vision or hypercognition as a spell or psi-like ability, with caster or manifester level equal to your own.
    Last edited by The Demented One; 2007-01-17 at 01:31 AM.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

    Homebrew by The Demented One.