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Sensitive

A sensitive has a smattering of psychic talent, allowing her to expand her senses, treat with spirits, and even influence minds. Many seek careers where they can make use of these talents without undue attention, becoming doctors, artists or detectives. Others turn to more nefarious paths, exploiting their gifts to exploit others in turn.

Alignment: Any.

Hit Die: d6.

Starting Wealth: 3d6 x 10gp (average 105gp).

Class Skills

The sensitive’s class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana, local, planes, religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

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Table: Sensitive
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
0th 1st 2nd 3rd 4th 5th
1st +0 +0 +0 +2

Healing ken +1, Sylvan, treatment pouch

3 1
2nd +1 +0 +0 +3 Summon familiar 3 1
3rd +1 +1 +1 +3 Warding charm 3 2
4th +2 +1 +1 +4 3 2 0
5th +2 +1 +1 +4 Healing ken +2 3 2 1
6th +3 +2 +2 +5 3 2 1
7th +3 +2 +2 +5 Counter-curse 3 3 2
8th +4 +2 +2 +6 3 3 2 0
9th +4 +3 +3 +6 Healing ken +3 3 3 2 1
10th +5 +3 +3 +7 3 3 2 1
11th +5 +3 +3 +7 Fey friend 3 3 3 2
12th +6/+1 +4 +4 +8 3 3 3 2 0
13th +6/+1 +4 +4 +8 Healing ken +4 3 3 3 2 1
14th +7/+2 +4 +4 +9 3 3 3 2 1
15th +7/+2 +5 +5 +9 Healing trance 3 3 3 3 2
16th +8/+3 +5 +5 +10 3 3 3 3 2 0
17th +8/+3 +5 +5 +10 Healing ken +5 3 3 3 3 2 1
18th +9/+4 +6 +6 +11 3 3 3 3 2 1
19th +9/+4 +6 +6 +11 Fey immunities 3 3 3 3 3 2
20th +10/+5 +6 +6 +12 Fey pact 3 3 3 3 3 2

Class Features

All of the following are class features of the sensitive archetype.

Weapon and Armor Proficiency

Sensitives are proficient with all simple weapons. Sensitives are not proficient with any type of armour or shield.

Spells

A sensitive casts psychic spells, which are drawn from the sensitive spell list. She can cast any spell she knows without preparing it ahead of time. Like an arcanist, a sensitive may know any number of spells, but the number she can prepare each day is limited. At 1st level, she can prepare four 0-level spells and two 1st-level spells each day. At each new adept level, the number of spells she can prepare each day increases, adding new spell levels as indicated on the table below. Unlike the number of spells she can cast per day, the number of spells a sensitive can prepare each day is not affected by her Charisma score. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells a sensitive can prepare. Feats and effects that grant specific spells known instead allow her to prepare those spells without counting against her daily limit.

To learn or cast a spell, a sensitive must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sensitive’s spell is equal to 10 + the spell’s level + the sensitive’s Charisma modifier.

Sensitives meditate or pray for their spells, receiving them as flutterings of mental energy or flickers of insight. A sensitive must spend 1 hour each day in a trance-like meditation to regain her daily allotment of spells and change her prepared spells.

Like other spellcasters, a sensitive can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sensitive. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

Where Table: Sensitive indicates that the sensitive gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

Sensitive Spells Prepared

Level

0

1st

2nd

3rd

4th

5th

1st

4

2

2nd

5

3

3rd

6

4

4th

6

4

2

5th

6

4

3

6th

6

4

4

7th

6

5

4

8th

6

5

4

2

9th

6

5

4

3

10th

6

5

5

4

11th

6

6

5

4

12th

6

6

5

4

2

13th

6

6

5

4

3

14th

6

6

6

5

4

15th

6

6

6

5

4

16th

6

6

6

5

4

2

17th

6

6

6

5

4

3

18th

6

6

6

6

5

4

19th

6

6

6

6

5

4

20th

6

6

6

6

5

4

 

Spirit Ridden (Su)

At 1st level, a sensitive gains Spirit Ridden as a bonus feat. She can use this one additional time per day at 7th level and every 6 levels thereafter, but can only benefit from one spirit at a time.

Spirit Shield (Su)

At 3rd level, a sensitive gains a +1 bonus to AC (including touch AC), CMD and saving throws against the attacks and abilities of haunts, ethereal and incorporeal creatures, and against possession attempts. This increases by 1 at 6th level and every 3 levels thereafter.

Spirit Channel (Su)

At 4th level, a sensitive gains Spirit Channel as a bonus feat. She can only activate this ability as part of performing the séance for Spirit Ridden. After she uses this ability, instead of yielding control of her body, she suffers 2 points of burn (as the kineticist class feature). At 10th and 16th level, she learns to channel another type of spirit.

Ghost Strike (Su)

At 5th level, a sensitive can imbue her weapons with psychic essence as a swift action, granting them the ghost strike property for 1 round.

Ghostwrack (Su)

At 10th level, a sensitive can affect haunts and undead with ego whip, inflict pain, mind thrust and thought worm spells regardless of their immunity to such effects. Damage dealt is treated as positive energy damage.

Banish (Su)

At 16th level, a sensitive can attempt to cast out a possessing spirit or banish an extraplanar creature. This requires a 10-minute ritual, after which it duplicates the effects of cast out and dismissal (DC 10 + half class level + Charisma modifier) against the target. However, unlike cast out, any damage is instead dealt to the possessing or controlling creature.

Sensitive Spell List

A sensitive’s spell list is as follows:

0th level: daze, detect fiendish presence, detect magic, detect psychic significance, ghost sound, guidance, mage hand, message, open/close, stabilize, telekinetic projectile, virtue

1st level: cause fear, charge object, charm person, chill touch, command, deathwatch, detect alignment, detect undead, implant urge, lightfingers, mind thrust I, protection from alignment, psychic reading, sanctuary, sleep, spectral hand, telempathic projection

2nd level: animal trance, calm emotions, calm spirit, detect thoughts, false life, ghost whip, inflict pain, intensify psyche, levitate, mindshock, mind thrust II, object reading, psychic leech, purge spirit, sense fear, see invisibility, speak with dead, thought worm I

3rd level: cast out, charm monster, clairvoyance/clairaudience, ectoplasmic snare, ego whip I, fearsome duplicate, greater false life, hostile levitation, isolate, mind thrust III, phantasmal affliction, riding possession, speak with haunt, thought worm II

4th level: amnesia, condensed ether, debilitating portent, devil snare, ectoplasmic hand, ego whip II, greater hypnotism, mind thrust IV, possession, possession trap, sessile spirit, terrible remorse, thought worm III

5th level: breath of life, call spirit, dominate person, incorporeal chains, object possession, psychic surgery, telekinesis, telepathic bond, true seeing, wall of ectoplasm, waves of fatigue

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