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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