Clairvoyant
Future history is the purview of the Clairvoyant. Clairvoyant's meditate on the future and their inner-self to furthur understand what it is they see. The future is an open book, if only you have the eyes to read it..
Select this advanced class if you want your character to master the sensory side of psionics and become a Clairvoyant.
The fastest path into this advanced class is from the Dedicated hero basic class, though other paths are possible.

Requirements
To qualify to become a Clairvoyant, a character must fulfil the following criteria.
Skills: Gamble 6 ranks, Knowledge (arcane lore) 6 ranks, Sense Motive 6 ranks
Feat: Wild Talent

Class Level BAB Fort Save

Ref
Save

Will Save Special Def Bonus Rep Bonus
1st +0 +0 +0 +2 Dreamwatch +0 +1
2nd +1 +0 +0 +3 Inner Strength +1 +1
3rd +1 +1 +1 +3 Bonus Feat +1 +1
4th +2 +1 +1 +4 Prescience +1 +2
5th +2 +1 +1 +4 Inner Strength +2 +2
6th +3 +2 +2 +5 Bonus Feat +2 +2
7th +3 +2 +2 +5 Combat Manifestation +2 +3
8th +4 +2 +2 +6 Inner Strength +3 +3
9th +4 +3 +3 +6 Bonus Feat +3 +3
10th +5 +3 +3 +7 Extend Power +3 +4

 

Class Information
The following information pertains to the Clairvoyant advanced class.

Hit Die
The Clairvoyant gains 1d6 hit points per level. The character's Constitution modifier applies.

Action Points
The Clairvoyant gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class.

Class Skills
The Clairvoyant's class skills are as follows.
Autohypnosis (Wis), Concentration (Con), Gamble (Wis), Knowledge (arcane lore, current events, popular culture, philosophy and theology) (Int), Listen (wis), Read/Write Language (none), Profession (Wis), Psicraft (Int), Sense Motive (Wis), Spot (Wis), Speak Language (none) Treat Injury (wis)

Skill Points at Each Level: 5+ Int Modifier


Class Features
All of the following features pertain to the Clairvoyant advanced class.

Psionic Skills
A Clairvoyant gains access to the Autohypnosis skill, as detailed on p. 305 and the expanded Concentration skill and Psicraft skill, detailed on p. 306 of the D20M core rulebook.

Psionic Powers
A Clairvoyant gains powers identically to a Telepath, on page 307 of the D20M core rulebook, except that their bonus power points are based on their Wisdom score.

Dreamwatch
At 1st level, the Claivoyant gains the ability to share dreams with others whom have this ability. To find a specific person's dream, make a Concentration check. The DC varies according to your relationship with the person, as well as the person's physical proximity in the real world. If you have ever entered this person's dreams before, you gain a +5 bonus on your check.

Relationship DC
Intense love or hate between you 10
A well-known friend 15
An aquaintance 20
Someone you have seen or met once 15
Someone you have only heard of 30
Total Stranger 35

Distance DC
Within a few feet -5
Within 1 mile +0
Within 100 miles +5
More than 100 miles +10

When Dreamwatchers enter each other's dreams, they may intereact as though it weren't a dream, though usually the setting of the dream is created by the owner's subconcious. Dreamwatching is a good way to send messages from Dreamwatcher to Dreamwatcher. It can also answer questions that would otherwise be hidden within the person's subconcious.


Inner Strength
The Clairvoyant receives bonus Power Points.
At 2nd level, the Clairvoyant receives +1 Power Points.
At 5th level, the Clairvoyant receives an additional +2 Power Points (for a total of +3).
At 8th level, the Clairvoyant receives an additional +3 Power Points (for a total of +6)

Bonus Feats
At 3rd, 6th and 9th level, the Clairvoyant receives a bonus feat. The bonus feat must be selected from the following list, and the Clairvoyant must meet all the prerequisites of the feat to select it.
Alertness, Attentive, Blind-fight, Combat Expertise, Combat Reflexes, Confident, Educated, Focused, Frightful Presence, Improved Disarm, Improved Initiative, Iron Will, Lightning Reflexes, Medical Expert, Psi-Adept

Prescience
At 4th level, the Clairvoyant's sense of prediction sharpens.. She recieves a +2 insight bonus to defense, initiative checks, and reflex saving throws.

Combat Manifestation
At 7th Level, the Clairvoyant becomes adept at manifesting powers in combat, as the Telepath ability, see p 307 of the D20M core rulebook.

Extend Power
At 10th level, a Clairvoyant learns to manifest psionic powers that last longer than normal. An extended power lasts twice as long as normal. Powers with a concentration, instantaeous, or permanent duration are not extended. An extended power costs a number of power points equal to its standard cost +2

Clairvoyant Powers
The Clairvoyant chooses his powers from the following list.
Those powers not found in the D20 Modern core rulebook can be found in the Psionics Handbook.

0-Level Clairvoyant Powers
Burst (Dex). Speed improves by 10 feet for 1 round.
Catfall (Dex). You recover well from a fall.
Control Shadow (Con). You control a normal shadow like a puppet.
Detect Psionics (Wis). You detect the presence of psionic activity.
Inkling (Wis). You are 50% likely to know if an intended action is good or bad.
Know Direction (Wis). You know which way is north.
Low-light Vision (Str). You gain low-light vision.
My Light (Con). Your eyes emit a 20-ft. cone of light.

1st-Level Clairvoyant Powers
Combat Precognition (Wis). You gain a +1 insight bonus to Defense.
Expanded Vision (Wis). Wider vision allows you to see more.
Feather Fall (Dex). Objects or creatures fall slowly.
Lesser Body Adjustment (Str). Heal 1d8 hp, or gain a +1 bonus on the next Fortitude save to resist poison or disease, or heal 1 point of temporary ability damage.
Know Location (Wis). You know, generally, where you are.
Object Reading (Wis). Reveal an object’s past.

2nd-Level Clairvoyant Powers
Augury (Wis). Learn if an intended action will be good or bad.
Body Equilibrium (Str). You can walk on nonsolid surfaces.
Clairaudience/Clairvoyance (Wis). Hear or See at a distance.
Combat Prescience (Wis). You gain a +2 insight bonus on your attack roll.
Sensitivity to Psychic Impressions (Wis). You can find out about an area’s past.

3rd-Level Clairvoyant Powers
Fate Link (Cha). You link the fates of two targets.
Negate Psionics (Con). Cancels psionic powers and effects.
Nondetection (Wis). Hides subject from Clairsentience powers.
Schism (Cha). Splits your mind into two independently functional parts.
Ubiquitous Vision (Wis). You have all-around vision.

4th-Level Clairvoyant Powers
Aura Sight (Wis). You can read things in other’s auras.
Divination (Wis). Provides specific advice for proposed actions.
Fate of One (Wis). You can reroll a bad roll.
Quintessence (Int). You collapse a bit of time into a physical substance.

5th-Level Clairvoyant Powers
Recall Agony (Wis). Foe takes 9d6 damage from painful memory.
Sense Psionics (Wis). You sense psionic powers and effects (1 mile/level radius).
True Seeing (Wis). See all things as they really are.

 

 

New Feats

Psi-Adept
You have exceptional psionic skills.
Benefit: You get a +2 bonus on all Autohypnosis and Psicraft Checks.
Special: Remember that the Autohypnosis and Psicraft skills can't be used untrained.