TEXT: The Sensitive
  pathfinder Roleplaying Game edition
  A ghostly prestige class for your 
  gothic horror fantasy game.
  by Talon Dunning
  
  Spoken of in frightened whispers, there are those with the 
  power to sense and communicate with the restless dead.  Some 
  are people born with a curious second sight that gives them their 
  unnatural ability.  Others develop this sight only after surviving 
  a particularly harrowing encounter with the undead or other 
  supernatural creatures.  Whatever the cause, these Sensitives are 
  forced to live in a world surrounded by death and the cries of those 
  in torment.  As a result, Sensitives generally become reclusive and 
  often emotionally guarded people.  Some Sensitives view the sight 
  as a curse.  Others come to view their ability as a 
  gift that must be used to help ease the suffering 
  of tormented souls. Still others use their sight 
  to aid in the destruction of evil undead or 
  even to force information from the dead 
  for use in their own twisted 
  schemes.  But whatever the 
  application, the power 
  and implications of 
  their second sight 
  cannot be denied.
   
  Role: 
  Sensitives 
  deal 
  almost exclusively with the undead and have 
  specific abilities that allow them to sense, see, 
  hear and affect incorporeal undead such as ghosts, 
  wraiths and spectres.  They are not particularly adept at 
  physical combat, but can be a boon to any party who 
  regularly deals with the restless dead.
   
  Alignment: Sensitives can be of any 
  alignment, although most who are driven to fight 
  the restless dead are usually Good, while Evil 
  Sensitives relish in the idea of controlling the dead. 
  In either case, while the concept of imposing a 
  sort of order on the Ethereal world might appeal 
  to Lawful characters, the unpredictable nature of 
  the Séance ability may give such characters pause. As 
  Sensitives are often created from traumatic experiences, 
  instead of by choice, many see the abilities they gain 
  as a sort of curse and can be driven insane by 
  the constant harassment of dead around them, 
  meaning that some Lawful Sensitives may 
  undergo an alignment shift to Chaotic after 
  taking levels in this 
  class. 
  Hit Die: d8
  The Sensitive
  pathfinder roleplaying game edition
  Requirements
  To qualify to become a Sensitive, a character must fulfill the 
  following criteria.
   
  Skills: Diplomacy 4 ranks, Perception 6 ranks, Knowledge 
  (religion) 4 ranks.
   
  Feat: Alertness
   
  Special: Must have had a traumatic encounter with an 
  incorporeal undead, such as a ghost or spectre, serving as either 
  the origin of their “second sight” or the revelation 
  of it. (GM’s discretion as to the definition of 
  “traumatic,” although level loss or being killed 
  by the undead and then resurrected are good 
  examples.  More background-oriented 
  events could include childhood hauntings 
  or even events witnessed by the character’s 
  mother while pregnant with the character.)
  Class Skills
  Bluff (Cha), Diplomacy (Cha), Heal (Wis), 
  Knowledge 
  (history) 
  (Int), 
  Knowledge 
  (local) (Int), Knowledge (nobility) 
  (Int), Knowledge (religion) (Int), 
  Perception (Wis), Sense Motive 
  (Wis), Stealth (Dex)
  Skill Points Each Level: 4 + 
  Int modifier.
  Class Features
  All of the following 
  are class features of 
  the Sensitive prestige 
  class.
   Weapon and Armor 
  Proficiency: 
  The 
  Sensitive 
  gains 
  no 
  proficiency in any weapons or armor.
   Resonance Empathy (Su): At 1st level 
  the Sensitive gains the ability to sense 
  the emotional resonance of an area 
  that has been the site of a particularly 
  emotional or traumatic event.  Such 
  locations may be the sight of a battle, 
  a murder, a lovers’ tryst or a birth.  To 
  determine the emotional resonance 
  of such a location, the Sensitive must 
  be within 30 feet of the location in 
  question and succeed at a Perception 
  check.  The DC of the Perception 
  check depends on the severity of the 
  impression as follows.
  
   
  Emotions fade after time, making them harder for 
  the Sensitive to read.  A -2 penalty is applied to the Sensitive’s 
  Perception check to read the area for each increment of time that 
  has passed, as listed in the Rate of Deterioration column of the 
  chart above.
   
  This ability may only be used once in a given area per day 
  and is a full-round action; otherwise it may be used at will.
   
  The presence, severity and exact DC of a particular 
  location’s emotional resonance is determined by the GM.  This 
  ability may be active or passive.
   
  Ghost Sight (Su): At 2nd level, the Sensitive gains the 
  ability to see and hear into the Ethereal plane at will.  As the majority 
  of ethereal creatures are ghosts and other forms 
  of undead, most folklore considers this as the 
  ability to communicate with the dead.  This 
  ability is always active but may be deactivated 
  for 1d4 minutes with a successful DC 15 Will 
  save.  Many Sensitives are tormented by the 
  constant whispers of the dead.
   
  Raze The Dead (Su): When a 
  Sensitive reaches 3rd level, she gains the 
  supernatural ability to channel positive energy 
  like a cleric, a number of times per day equal 
  to 3 + her Charisma modifier. This particular 
  positive energy only affects the undead and has 
  no effect on the living. 
   
   In addition to creating a normal burst, 
  as per the cleric ability, a Sensitive may choose 
  to use one of her daily Raze The Dead uses to 
  charge any object, such as a weapon, shield 
  or armor, she touches with positive energy, 
  temporarily imbuing it with the ghost touch 
  special ability for 1 round per class level.  An 
  item so imbued does not gain any other bonus 
  to hit or damage and does not count as a magic 
  weapon if it is not already so.
   
  A Sensitive uses her class level as her 
  effective cleric level when channeling positive 
  energy.  This is a Charisma-based ability.
   
  Deathsight 
  (Su): 
  At 
  4th 
  level, 
  Sensitives gain the supernatural ability to 
  sense how close a person or creature is to 
  death or even if they are still alive at all.  This ability works as the 
  deathwatch spell, except that the effect is continuous and need not 
  be cast as a spell.  The ability may be deactivated with a successful 
  Will save DC 10, modified by her relationship to the target, as 
  follows:
  Stranger (never met) or Sworn Enemy: +0
  Acquaintance (met less than 5 times): +1
  Close Acquaintance (met more than 5 times but 
  encountered less than daily): +2
  Friend/Party-member 
  (knows 
  personally/encounters 
  daily): +5
  Blood Relative: +10 (note that this modifier is applied 
  Levels
  Base Attack 
  Bonus
  Fort
  Reflex
  Will
  Special
  1st
  +0
  +0
  +0
  +1
  Resonance Empathy
  2nd
  +1
  +0
  +0
  +1
  Ghost Sight
  3rd
  +2
  +1
  +1
  +2
  Raze The Dead
  4th
  +3
  +1
  +1
  +2
  Deathsight
  5th
  +3
  +1
  +1
  +3
  Speak With Dead
  6th
  +4
  +2
  +2
  +3
  Fearless
  7th
  +5
  +2
  +2
  +4
  Séance
  8th
  +6
  +2
  +2
  +4
  Warding Circle
  9th
  +6
  +3
  +3
  +5
  Undaunted
  10th
  +7
  +3
  +3
  +5
  Sealed Life
  Table: The Sensitive
  Severity 
  Level
  Example
  DC
  Rate of 
  Deterioration
  1
  Trivial emotional event: minor injury, conclusion 
  of a contest; presence of ethereal creatures of 1 
  Hit-Die or less.
  35
  4 hours
  2
  Minor emotional event: light injury, brief verbal 
  conflict, startling event; presence of ethereal 
  creatures of 5 Hit-Dice or less.
  25
  12 hours
  3
  Moderate emotional event: moderate injury, 
  strong hatred, sexual contact, frightening event; 
  presence of ethereal creatures of 10 Hit-Dice or 
  less.
  20
  24 hours
  4
  Strong emotional event: heavy injury, fully 
  engaged combat, accidental death, live birth, 
  horrifying event; presence of ethereal creatures 
  of 15 Hit-Dice or less.
  15
  1 month
  5
  Major emotional event: severe injury or dis-
  memberment, premeditated murder, torture or 
  suffering, mass execution, mass combat, suicide, 
  maddening event; presence of ethereal creatures 
  of 20 Hit-Dice or less.
  10
  1 year+ or 
  Permanent
  6
  Divine emotional event: the direct presence or 
  intervention of divine beings, death of a divine 
  being, mass extinction; presence of ethereal 
  creatures of more than 20 Hit-Dice.
  5
  Permanent
  Table: Emotional Resonance
  
  even if the Sensitive is unaware that she is looking at a 
  relative.  Blood speaks to blood.)
  The GM may apply additional modifiers as circumstances warrant. 
  As a general rule, the more the Sensitive cares about a person, 
  personally, the harder it is for her to ignore her Deathsight when 
  looking at that person.  Once the roll is made, the Deathsight 
  ability ceases to work on that subject for 1 minute per class level.
   
  Speak With Dead (Sp): 5th level, the Sensitive gains the 
  ability to cast speak with dead as a spell-like ability three times per 
  day. The save DC is 10 + class level + the Sensitive’s Charisma 
  modifier.
   
  Fearless (Ex): At 6th level, the Sensitive gains a +4 
  morale bonus to all saves vs. fear and fear-effects induced by 
  incorporeal undead and a +2 to saves vs. fear or fear effects from 
  corporeal undead.  This ability stacks with any bonuses from other 
  sources, such as a paladin’s Aura of Courage.
   
  Séance (Su): At 7th level, the Sensitive becomes well 
  enough attuned with the realms of the dead to attempt to call 
  undead spirits to her to do her bidding.  This ability works like 
  the spell, summon monster, except that it can only summon ghosts 
  and other incorporeal undead.  To hold a séance, the Sensitive 
  must expend one of her daily Raze The Dead uses (see Raze 
  The Dead, above) and spend a full round invoking the spirit 
  aloud to appear and do her bidding.  Any type of ethereal 
  undead may be summoned, although the HitDice of the 
  creature that appears is limited by the Sensitive’s 
  character level + 2. 
   
  Specific spirits may be summoned 
  only if the Sensitive knows and invokes 
  its true name.  Such spirits may make a 
  Will save against the Sensitive’s caster 
  level (10 + class level + Charisma 
  modifier) to resist the summons. 
  If no specific name is invoked, 
  then the séance will summon 
  a random spirit of the type 
  she specifies.  If no type is 
  specified, 
  any 
  incorporeal 
  undead of the appropriate Hit 
  Dice, may answer the summons 
  (at GM’s discretion).
   
   Once successfully 
  invoked, 
  a 
  spirit 
  of 
  the 
  appropriate Hit Dice appears 
  within 1 round.  Unfortunately, 
  unlike the creatures summoned 
  by 
  summon 
  monster, 
  spirits 
  summoned by Séance do not always 
  arrive under the Sensitive’s control.  
  To make this determination, the spirit 
  must make a Will save against a DC equal 
  to  (10 + the Sensitive’s class level + the 
  Sensitive’s Charisma modifier).  Failure 
  indicates that the spirit arrives under the control of 
  the Sensitive for 1 round per class level.  A successful save 
  indicates that the spirit arrives under its own cognizance and 
  may act as it pleases for as long as it wishes to remain.  Generally, 
  such spirits will be quite unhappy to have been summoned in this 
  fashion and will usually attack the Sensitive and anyone else who 
  happens to be there.  Spirits under the control of the Sensitive act 
  as normal summoned creatures and will follow the Sensitive’s 
  commands or answer her questions to the best of its ability 
  (provided it speaks the Sensitive’s language).  Note that specific, 
  named spirits gain two saves against this ability, one to stave off 
  the summoning entirely and, should that one fail, a second to fight 
  off the Sensitive’s control.
   
  Once the duration of the séance has ended, the spirit, 
  named or otherwise, vanishes, returning to the location in the 
  Ethereal from whence it came.  A spirit under the Sensitive’s 
  control may be dismissed as a free action.
   
  Only one spirit may be controlled via the séance ability at 
  a time, although multiple spirits may be summoned.  Relinquishing 
  control of a spirit automatically dismisses it.  Note that Sensitives 
  are automatically immune to fear effects enacted by any spirits 
  summoned by a séance and under their control, even if they are not 
  yet immune to fear effects of incorporeal undead via the Undaunted 
  ability (see Undaunted, below).  A Sensitive must save versus fear 
  effects from an uncontrolled spirit as normal.
   
  Warding Circle (Sp): At 8th level, a Sensitive may ward 
  an area so that no undead may enter, or leave it, as the Sensitive 
  desires.  This warding takes a full-round action to erect and works 
  exactly like the spell, magic circle against evil, except it only 
  affects undead of any type.
   
  Undaunted (Ex): At 9th level, the Sensitive 
  gains immunity to all saves vs. fear and fear-effects 
  induced by incorporeal undead and an additional 
  +4 to saves vs. fear or fear effects from 
  corporeal undead.  This ability stacks with 
  any bonuses from other sources, such as 
  a paladin’s Aura of Courage.
   Sealed Life (Su): At 10th level, the 
  Sensitive becomes immune to the 
  energy drain ability of the undead. 
  In addition, the Sensitive can 
  never be raised as undead or 
  undead spawn if killed by an 
  undead with the Create Spawn 
  ability.  Any other special 
  attack by an undead or any 
  level-draining 
  effect 
  from 
  any other source still works as 
  normal.
  Sample Character: 
  Madame Dumont
  Madame Genevive 
  Dumont                             CR9
  Female human wizard 6/Sensitive 4
  LN Medium humanoid
  Init +5; Senses Ghost Sight; Deathsight; 
  Perception +17
  DEFENSES 
  AC 19, touch 15, flat-footed 10 (+4 mage armor, +2 ring 
  of protection, +1 Ioun Stone, +1 Dodge, +1 Dex)
  hp 48 (6d8+6/4d8+4)
  Fort +8, Ref +8, Will +13
  OFFENSE  
  Speed 30 ft.
  
  Melee +1 dagger +8/+3 (1d4+2)
  Special Attacks channel positive energy 5/day (2d6, DC14) 
  -affects undead only.
  Arcane School Powers Power over Undead (Su) (Turn Undead 7/
  day; DC 15); Grave Touch (Sp) melee touch +7, shaken 3 
  rounds, 7/day
  Typical Spells Prepared (CL 6th)
  3rd−dispel magic, halt undead (N), vampiric touch (N), 
  lightning bolt
  2nd−summon swarm, flaming sphere, command undead (N), 
  false life (N), detect thoughts
  1st−protection from evil, mage armor, ray of enfeeblement 
  (N), magic-missile, unseen servant From ring of wizardry 
  I−detect secret doors, floating disk, chill touch (N)
  0−resistance, detect magic, disrupt undead (N), touch of 
  fatigue (N)
  N Necromancy spell
  TACTICS  
  During Combat Although she is not a terribly competent fighter, 
  Madame Dumont does her best to protect herself using the 
  standard array of offensive spells.  For the most part, she is 
  willing to stand back and take a supportive role to husband, 
  Lord Jacob Dumont.
  Morale Being an intelligent woman of high birth, Madame 
  Dumont will flee if pressed, however, she id devoted to her 
  husband, and would die to protect him.
  STATISTICS  
  Str 12, Dex 13, Con 12, Int 18, Wis 14, Cha 14
  Base Atk +6; CMB +7; CMD 18
  Feats Alertness, Combat Casting, Eschew Materials, Improved 
  Initiative, Spell Focus (necromancy), Spell Mastery
  Skills Appraise +9, Bluff +10, Diplomacy +11, Heal +8, Intimidate 
  +3, Knowledge (arcana) +15, Knowledge (history) +10, 
  Knowledge (local) +10, Knowledge (nobility) +9, Knowledge 
  (planes) +9, Knowledge (religion) +17, Profession (medium) 
  +4, Sense Motive +14, Spellcraft +17, Stealth +6
  Languages Common, draconic, elvish, ignan, dwarvish
  Combat Gear ring of protection +2, cloak of resistance +4, ring 
  of wizardry I, wand of resist energy (34 charges), wand of 
  summon monster I (22 charges), scroll of animate dead, Ioun 
  stone (dusty rose prism)
  SPECIAL ABILITIES  
  Arcane Bond choker (amulet)
  Arcane School Necromancy; Opposed Illusion and Transmutation
  Resonance Empathy (Su) May make Perception check to “read” 
  the emotional resonance of an area within 30 ft.
  Ghost Sight (Su) May see into the Ethereal plane at will.
  Raze The Dead (Su) Channel Positive Energy as 4th-level cleric, 
  5/day (2d6, DC 14; affects undead only).  May also use 
  Channeling to imbue item  touched with ghost touch for 4 
  rounds.
  Deathsight (Su) as deathwatch spell, except always active on 
  anyone she sees.
  HISTORY  
   
  Madame Genevive Dumont had a sad, traumatic 
  childhood.  She was the only daughter of an emotionally distant 
  nobleman who spent more time at Court maintaining the favor of 
  the local Count then with his family.  Her mother, unable to bear 
  the loneliness, fell into despair and, eventually, madness.  Blaming 
  Genevive for her husband’s absence, she tried to drown her 9-year-
  old daughter in a lake on the family land.  If it had not been for the 
  intervention of the house staff, she would have surely succeeded.  
  That night, while Genevive languished in a fevered coma, her 
  mother hanged herself.  When Genevive awoke, she felt that she 
  now had an unnaturally strong connection to death and could feel 
  the presence of the dead all around her, especially the ghost of 
  her mother, who continued to haunt and torment her,  blaming 
  Genevive for her madness.
   
  By her teens, she had begun to study the arcane arts, 
  with a concentration in Necromancy as a way as dealing with her 
  haunting.  Although she had developed a dark, moody, withdrawn 
  personality, she resisted the temptation to use her abilities for 
  evil, fearing that she might slip into madness like her mother. 
  Not long into her studies, her father announced her betrothal to a 
  young local noble, Jacob Dumont, who was studying to become a 
  paladin.  While the young Squire was, at first, reluctant to wed such 
  an emotionally gloomy girl, he soon won her affection, drawing 
  her out of her shell a bit.  After her husband’s graduation to full 
  knighthood, the two began adventuring together and eventually 
  grew very close.
   
  After a few years making names for themselves, the 
  couple settled down on her husband’s estate where he took up his 
  father’s title and she, the title of Madame.  Since giving birth to 
  her third child, she has found her connection to the restless dead 
  growing stronger to the point where it has become difficult to 
  continue her magical studies.  Still occasionally haunted by her 
  mother’s mad spirit, Madame Dumont constantly fears that one 
  day, she too may go mad and curse her children as her mother 
  cursed her.
  ROLEPLAYING  
   
  Madame Dumont is serious, dark and, although never 
  violent, is prone to the occasional dramatic mood swing.  She has 
  attempted to keep her ability to commune with the dead a secret 
  from her children, although they have witnessed her frequent 
  conversations with people who aren’t there more than she would 
  care to admit.  She is stalwart in her devotion to her husband and 
  family, and, although she carries herself with noble bearing, she 
  often seems tired and on-edge from lack of sleep.  She is generally 
  kind but is capable of great and righteous wrath.
  
  Credits
  Writing, Design & Development Talon Dunning
  Graphics, Layout & Art Direction Talon Dunning
  Editing & Pathfinder Roleplaying Game System Consulting Shane O‘Connor
  Interior Illustrations by anonymous 19th-century sources, provided by Dover Publications.
  Special thanks to Tracy and Laura Hickman, TSR, Wizards of the Coast, White Wolf, Paizo 
  Publishing and the creators of the Ravenloft™ game setting, which inspired this work.
  Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1 of 
  the Open Gaming Licence, version 1.0a, section e: Any and all Fantastic Gallery logos and trade dress; any and 
  all logos and trade dress related to Talon Dunning and the Sensitive; any specific characters, monsters, creatures 
  and places; original names of places, artifacts, characters, races, creatures, geographic locations, magic items, 
  organizations, feats, powers and abilities; unique thematic elements; all artwork (save that already in the public 
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  above Product Identity is not Open Game Content.
  The Sensitive is ©2010 by Talon Dunning.  Published by Fantastic Gallery, All rights reserved.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Pub-
  lishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. 
  Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the 
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  Any reference to other copyrighted material in no way constitutes a challenge of the copyright.  The Fantastic 
  Gallery and Arcane•Marks logos are trademarks of Talon Dunning used with permission.
  The following material is designated as Open Game Content: all classes, prestige classes, abilities, powers, skills, 
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  or places.  No other material is to be considered Open Gaming Content.
  Email: everwho@comcast.net.
  Stock # FG0110a  Published August 2010
  Get free gaming supplements at
  The Sensitive
  pathfinder Roleplaying Game edition
  
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  liams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
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SOURCE: textdata/thevault/Pathfinder/Fantastic Gallery - Sensitive.pdf