Prophets have unique insights into the workings of the world around them. They see with fewer preconceptions than other people and draw richer conclusions from the available evidence. They seldom literally “see the future” (though some Prophets are precognitive). They simply understand more deeply than the people around them.
REQUIREMENTS
Skills: Two of the following:
Diplomacy 3 ranks,
Investigate 3 ranks,
Sense Motive 3 ranks.
CLASS INFORMATION
Hit Die: d8.
Action Points: 6 + half character level (rounded down) per level.
Class Skills: Bluff (Cha), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Investigate (Int), Knowledge (behavioural sciences, business, gossip, history, politics, streetwise) (Int), Linguistics (Int), Perform (all) (Cha), Sense Motive (Wis), Survival (Wis).
Skill Ranks Per Level: 4 + Intelligence modifier.
Table: The Prophet
CLASS FEATURES
Clearsightedness: The Prophet may choose one class skill and receive a bonus equal to half his class level (rounded down, minimum 1), on all checks involving it. Once chosen, this skill cannot be changed.
Probing: At 2nd level, the Prophet develops a talent for drawing more and more information out of sustained study and interaction. When analysing phenomena with more than one analysis layer that involves conscious minds (whether biological or otherwise), the Prophet gets +1 per layer successfully analysed on subsequent checks to understand the remaining layers.
Bonus Feats: At 3rd, 6th, and 9th levels, the Prophet gets a bonus feat. It must be selected fro the following list, and the character must meet all the prerequisites of the feat to select it.
Alertness,
Confident,
Deceptive,
Focused,
Improved Initiative,
Iron Will,
Nanotech Attunement,
Psionic Potential.
Anticipation: At 4th level, the Prophet may apply half his class level (rounded down) as a modifier to his initiative rolls.
Judgement: At 5th level, the Prophet may make a Sense Motive check (DC 15) against a single target. If he succeeds, he gets a circumstance bonus equal to half his class level (rounded down) as a modifier on a follow-up Intimidate or Diplomacy check, drawing on his insights into the target’s motives and nature.
Warning: At 7th level, the Prophet develops an awareness of emerging changes in his community. Any change that has just begun and will shift the factor at the far end of the link to the triggering circumstance gets his attention if the final change will total more than 20 – (2x his Wisdom modifier) points. The Prophet can take countering action before the instigating change is applied.
Inspiration: At 8th level, the Prophet may spend a full 10 minutes exhorting his fellow adherents to a particular allegiance, then make a Diplomacy check (DC 20). If he succeeds, any bonuses provided by the allegiance are doubled for the next 24 hours for those who hear his exhortation and share the allegiance. Non-adherents may choose to join the allegiance immediately, though they don’t get the doubling benefit.
Foresight: At 10th level, the Prophet may spend a full day (24 hours) studying his community (or any other single community), or a single sentient target. At the end of the study period, he must make a Concentration check against DC 20. For every increment of 5 by which the check succeeds (rounded down), his target gains one action point to use sometime in the next year to guard against outside forces that would interfere with her ability to uphold her allegiances, but must at least respect her goals to some degree or the action points are not transmitted. In the case of a community, the action points must be used by someone accepted as a Leader by the community members.