Classes -- Intuitive Caster 

Intuitive Caster
Intuitives are special people who have deep links with the spiritual plane. Eternally, they are bound to spirits from that world, drawing from them strength and knowledge beyond their own ability.

Adventures: Intuitives found adventuring are often on journeys of enlightenment, or acting on the behest of a god. Often, they work to fulfill unfulfilled desires of their Spiritual Guardian.

Characteristics: The Intuitive focuses on spells that enhance, heal or protect their allies. They have limited combat knowledge which allow them to assist their allies in combat if need be. They draw on their Spiritual Guardian for support and magical power.

Religion: Intuitives form a small, but valuable core of most god's congregations. Unlike most characters (except clerics), Initiates revere only their chosen god if they choose to revere any at all.

Background: Intuitives often come from long family lines of Intuitives and follow in the footsteps of a family member, often inheriting the links with a family member's Spiritual Guardian.

Races: Intuitives come most often from human and half elven populations, who have strong worship sites. Hailene Intuitives are often cast out of their tribes by sorcerous leaders fearing their power.

Other Classes: Intuitives can enjoy the companionship of many people, even those who hold different beliefs. Melee specialists especially enjoy the Intuitives ability to augment their combat prowess.

The Intuitive
Intuitives have the following games statistics.

Abilities: An Intuitive depends on Charisma to cast use her spell like abilities. She must have a Charisma of spell level +10 in order to use that spell.
Hit Die: d6

Class Skills
The intuitive's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (local) (Int),Knowledge (arcana), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis) and Use Magic Device (Cha).

Skill points at 1st level: (4 + Int modifier) * 4
Skill points at each additional level: 4 + Int modifier
Starting Gold: 4d4 x10

Table: The Initiate

Level

BAB

Fort

Ref

Will

 

Special

Spell Points per Day

1

+0

+0

+0

+0

 

Spirit Magic, Spirit Companion

2

2

+1

+0

+0

+0

 

Merge 1/day

4

3

+1

+1

+1

+1

 

7

4

+2

+1

+1

+1

 

Spirit Weapon +1

11

5

+2

+1

+1

+1

 

Merge 2/day

16

6

+3

+2

+2

+2

 

24

7

+3

+2

+2

+2

 

33

8

+4

+2

+2

+2

 

Spirit Weapon +2, Merge 3/day

44

9

+4

+3

+3

+3

 

56

10

+5/+0

+3

+3

+3

 

 

72

11

+5/+0

+3

+3

+3

 

Merge 4/day

88

12

+6/+1

+4

+4

+4

 

Spirit Weapon +3

104

13

+6/+1

+4

+4

+4

 

120

14

+7/+2

+4

+4

+4

 

Merge 5/day

136

15

+7/+2

+5

+5

+5

 

152

16

+8/+3

+5

+5

+5

 

Spirit Weapon +4

168

17

+8/+3

+5

+5

+5

 

Merge 6/day

184

18

+9/+4

+6

+6

+6

 

200

19

+9/+4

+6

+6

+6

 

216

20

+10/+5

+6

+6

+6

 

Perfect Possession, Merge, 7/day, Spirit Weapon +5
232

Table: Intuitive Spells Known

Level Spells Known
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2
2nd 5 2
3rd 5 3
4th 6 3 1
5th 6 4 2
6th 7 4 2 1
7th 7 5 3 2
8th 8 5 3 2 1
9th 8 5 4 3 2
10th 9 5 4 3 2 1
11th 9 5 5 4 3 2
12th 9 5 5 4 3 2 1
13th 9 5 5 4 4 3 2
14th 9 5 5 4 4 3 2 1
15th 9 5 5 4 4 4 3 2
16th 9 5 5 4 4 4 3 2 1
17th 9 5 5 4 4 4 3 3 2
18th 9 5 5 4 4 4 3 3 2 1
19th 9 5 5 4 4 4 3 3 3 2
20th 9 5 5 4 4 4 3 3 3 3

CLASS FEATURES
Intuitives have the following Class Features:

Weapons and Armor Proficiency: Intuitives are proficient with all simple weapons, light armor but not shields.

Spirit Magic: At 1st level, the Intuitive becomes linked with the Spirit world. An intuitive casts divine spells which are drawn from the Intuitive spell list. She can cast any spell she knows without preparing it ahead of time, the way a wizard or a cleric must (see below). To learn or cast a spell, an intuitive must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an intuitive’s spell is 10 + the spell level + the intuitive’s Charisma modifier.

An intuitive is limited in her casting by how many spell points she has per day. The cost in spell points to use her spell like abilities is given in the Magic Section in the Table: Spell Point Costs. Her base daily spell point allotment is given on Table: The Intuitive Caster. In addition, she receives bonus uses per day if she has a high Charisma score based on the Table: Bonus Spell Points.

An intuitive’s selection of spells is extremely limited. An intuitive begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new intuitive level, she gains one or more new spells, as indicated on Table: Intuitive Spells Known. (Unlike spells per day, the number of spells an intuitive knows is not affected by her Charisma score; the numbers on Table: Intuitive Spells Known are fixed.) These new spells can be common spells chosen from the intuitive spell list, or they can be unusual spells that the intuitive has gained some understanding of by study. The intuitive can’t use this method of spell acquisition to learn spells at a faster rate, however.

Unlike a wizard or a cleric, an intuitive need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. She does not have to decide ahead of time which spells she’ll cast.

Spirit Companion (Su): See Spirit Companions below for more information of spirit companions.

Merge (Su): At 2nd level, the Intuitive can allow her one of her companions to merge their essence with hers. Merging is a full round action the provokes an attack of opportunity and lasts for 1 round per class level. While merged, the Intuitive uses the merged companion’s base attack bonus and skill ranks instead of her own. She loses access to any class features and extraordinary abilities she possesses during the merge and gains access to those of her spirit companion (except those abilities granted by the Spirit Companion template).

Additionally, she gain’s a +2 resistance bonus to saves, a +2 deflection bonus to AC and a +4 luck bonus to spot and listen checks. An intuitive can end a merge whenever she chooses as a free action.

Spirit Weapon (Su): Starting at 4th level, once per day, plus a number of times equal to her charisma modifier, the Intuitive can manifest her companion as a spiritual weapon. This weapon is a normal weapon of its type, except it has a +1 enhancement bonus/ 4 class levels and the Intuitive is proficient with her spiritual weapon. A spiritual weapon lasts one minute. Successfully sundering or disarming a spirit weapon ends the effect immediately.

Instead of a normal enhancement bonus, an intuitive can imbue her spiritual weapon with special qualities (keen, ghost touch, etc) with a value equal to or less than the total enhancement bonus she can manifest. For example, a 12th level intuitive can manifest a spiritual long sword that is +3, +2 keen, or +1 keen, shocking.

Perfect Possession (Su): At 20th level, the Intuitive and her spirit are almost perfectly in tune. She can remain merged as long as she wishes. The bonus she gains to saves and AC increase to +4.

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