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Mentalist

Mentalists are NPC psionicists. 

Alignment: Any.

Table: The Mentalsit Hit Die: d6
LevelBase
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
SpecialPower
Points/
Day
Powers
Known
Maximum
Power
Level
Known
1st+0+0+0+2discipline211st
2nd+1+0+0+3411st
3rd+1+1+1+3621st
4th+2+1+1+4821st
5th+2+1+1+41032nd
6th+3+2+2+51232nd
7th+3+2+2+51442nd
8th+4+2+2+61642nd
9th+4+3+3+61853rd
10th+5+3+3+72053rd









Class Skills (2+Int modifier per level; ×4 at 1st level)
The sensitive’s class skills (and the key ability for each skill) are Concentration(Con)Craft (Int)Knowledge (all skills, taken individually)* (Int)Profession (Wis), andPsicraft* [SRD:[Intelligence|(Int)]]. In addition, a sensitive gains access to additional class skills based on his discipline:

*New skill or expanded use of existing skill.

Class Features

All the following are class features of the Sensitive.

Weapon and Armor Proficiency: Sensitive are proficient with the clubdaggerheavy crossbowlight crossbowquarterstaff, and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.

Power Points/Day: A Sensitive’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Sensitive. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.

Discipline: Every sensitive must decide at 1st level which psionic discipline he will specialize in. Choosing a discipline provides a sensitive with access to the class skills associated with that discipline (see above), as well as the powers restricted to that discipline. However, choosing a discipline also means that the sensitive cannot learn powers that are restricted to other disciplines. He can’t even use such powers by employing psionic items.

Powers Known: A sensitive begins play knowing one sensitive power of your choice. Each time he achieves an odd level, he unlocks the knowledge of new powers.

Choose the powers known from the sensitive power list, or from the list of powers of your chosen discipline. You cannot choose powers from disciplines other than your chosen discipline. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a sensitive to learn powers from the lists of other disciplines or even other classes.) A sensitive can manifest any power that has a power point cost equal to or lower than his manifester level.

The number of times a sensitive can manifest powers in a day is limited only by his daily power points.

A sensitive simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.

The Difficulty Class for saving throws against sensitive powers is 10 + the power’s level + the sensitive’s Intelligence modifier.

Maximum Power Level Known: A sensitive begins play with the ability to learn 1st-level powers. As he attains higher levels, a sensitive may gain the ability to master more complex powers.

To learn or manifest a power, a sensitive must have an Intelligence score of at least 10 + the power’s level.

Psionic Disciplines

A discipline is one of six groupings of powers, each defined by a common theme. The six disciplines are clairsentience, metacreativity, psychokinesis, psychometabolism, psychoportation, and telepathy.


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