This class delves into the special insights that the Undead can perceive through their unliving state.
Prerequisite: Cainite or Ghoul.
Hit Die: 1d8 (but remember that Undead always have 1d12)
Class Skills: The Undead Insight class skills (and the key ability for each skill) are: Bluff (Cha), Decipher Script (Int), Gamble (Wis), Gather Information (Cha), Knowledge (arcane lore) (Int), Knowledge (theology and philosophy) (Int), Listen (Wis), Sense Motive (Wis), Search (Int), Spot (Wis), and Survival (Wis).
Skill Points at Each Level: 4 + Int modifier.
Level | Base attack | Fort | Ref | Will | Class Feature | Def | Rep |
---|---|---|---|---|---|---|---|
1 | +0 | +1 | +0 | +2 | Heightened Senses +2 | +1 | +0 |
2 | +1 | +2 | +0 | +3 | Talent | +2 | +0 |
3 | +2 | +2 | +1 | +3 | Feat | +2 | +1 |
4 | +3 | +2 | +1 | +4 | Talent | +2 | +1 |
5 | +3 | +3 | +1 | +4 | Heightened Senses +4 | +3 | +1 |
6 | +4 | +3 | +2 | +5 | Talent | +3 | +2 |
7 | +5 | +4 | +2 | +5 | Feat | +4 | +2 |
8 | +6/+1 | +4 | +2 | +6 | Talent | +4 | +2 |
9 | +6/+1 | +4 | +3 | +6 | Heightened Senses +6 | +4 | +3 |
10 | +7/+2 | +5 | +3 | +7 | Talent | +5 | +3 |
Class Features
All of the following are class features of Undead Insight.
Heightened Senses +2 (Ex): All your senses become preternaturally sharp. You get Low-Light Vision if you don't have it already, and you may pick the Scent feat. You get a +2 insight bonus to Decipher Script, Listen, Search, Sense Motive, and Spot checks. This bonus increases to +4 at level 5, and again to +6 at level 9.
Feat: You may pick any one of these feats. You must fulfill all requirements of any feat you pick.
LatentViewing, Psychometry, Sensitive, Viewing, ... others
Talents
At 2nd level, and again at 4th, 6th, 8th, and 10th level, you may pick a talent. This talent may be from any one of these talent trees. If the talent has prerequisites, you must fulfill all of them to pick that talent.
Animalism Tree
In general, animals fear and loathe the supernatural. This is expecially true about the Undead, like the Cainite. Those who learn these talents compensate for this with powers of animal control and animal empathy.
Animalism (Ex): If you are a Cainite, you no longer repel animals. Remove the -4 species penalty on skill checks that deal with animals. You can speak with animals as the spell, as long as you have eye contact with the animal. You can create Ghoul animals, and they will perform minor services for a little blood.
Beckoning (Su): You command the lesser creatures of the world and once per night you can call forth a pack of 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve you for up to 1 hour. Of course, it might well be futile to try to summon wolves in Central Park, but rats can be found everywhere. Alternatively, you can summon a single animal of any kind. This could even be a specific one, such the black cat you saw at the warehouse last night.
Requirements: Animalism.
Animal Companion (Ex): You get one or more animal companions. Unlike other animals, they obey you without need of domination or commands, and they are capable of taking limited initiatives to aid you. You can have 1 HD of companions per level. You can (indeed, you are expected to) make your companions into Ghoul beasts. Any HD or levels they gain for being ghouls are in addition to your basic control limit.
Requirements: Animalism.
Trackless Step (Ex): While in natural surroundings, you leave no trail and cannot be tracked. This also applies in parks, sewers, and other non-natural environments where animals can be found.
Requirements: Animalism.
Cow the Beast: You can utterly dominate the Beast of animals and mortals. Cow the Beast is a full-round action. If the target fails a Will save (DC 10 + 1/2 your level + your Wisdom modifier), it is thoroughly intimidated and filled with fear. If it makes a second Will save at the same DC, it (attempts to) flee for one round per level. If the second save also fails it collapses from fear and ceases all resistance for one hour per level.
Requirements: Animalism.
Cost: 1 blood point.
Song of Serenity: You can soothe the Beast of animals and mortals. Song of Serenity is a full-round action. If the target fails a Will save (DC 10 + 1/2 your level + your Wisdom modifier), it becomes listless, docile, and harmless. If it makes a second Will save at the same DC, it is still capable of defending itself if attacked, and the ability lasts for one round per level. If the second save also fails it ceases all resistance for one hour per level, and will no longer defend itself.
This power can also be used on Cainite in Frenzy. If the first Will save is failed, they regain temporary control of themselves for one round. If they also fail a second save, the frenzy ends immediately.
Requirements: Animalism.
Cost: 1 blood point.
Sharing of Spirits: You can possess an animal if you look into its eyes and it fails a Will save (DC 10 + 1/2 your level + your Wisdom modifier). The possession lasts for one hour per level, or until you end it. While you control the animal, your body lies as if in torpor. You control the animal's movements, see through its eyes, and so on. You can use all abilities that doesn't require precise movement through the animal. If you try to make the animal do something that is against its instincts, it gets a Will save to ignore your command.
Requirements: Animalism.
Cost: 1 blood point.
Drawing out the Beast: You can attempt to put your Beast into someone else. You must be close to Frenzy, but not yet in it. If the target fails a Will save (DC 10 + 1/2 your level + your Wisdom modifier), he gets your Beast and immediately frenzies, else you enter frenzy yourself. You should remain near the target so that you can retrieve your Beast when the frenzy ends.
Requirements: Animalism.
Cost: 1 blood point.
Quell the Herd (Sp): You can use Cow the Beast on multiple targets at once. Quell the Herd is a full-round action. You can affect 2 targets per level, so long as all of them can see you.
Requirements: Animalism, Cow the Beast.
Cost: 2 blood points.
Sense the Savage Way (Su): You can access the senses of animals. You need not touch or see the animal when you activate this ability, but you must have done so at some earlier time, and it must be within 100 feet per level from you. You cannot control the animal, and can perform no action yourself while you are connected to it, but you remain aware of what happens around your body. This power lasts for one minute per level, and you can end it at any time.
Requirements: Sharing of Spirits.
Cost: 2 blood points.
Auspex Tree
You develop the supernatural senses of the undead. Need to read up on psionics to finalize this tree.
Soulsight (Ex): You can see the auras around living and undead beings. As a fairly abvious full-round action, it is possible to stare into the aura to gain deeper secrets. The aura color table in VtM can be used when describing what you see.
Mind Scan (Sp): You can read the surface thoughts and basic attitudes of one target. The target gets a Will save (DC 10 + 1/2 your level + your Wisdom modifier) to resist if it is Awakened or if it is aware of your attempt. If the target also has Auspex, you can send thoughts to him, and hold a conversation. Mind Scan lasts one round per level, and you can do it 1 / day / level of Undead Insight. It is possible to dig deeper into the subjects mind once you have access. Simply repeat the process, with another of your daily uses, and you will penetrate first to hidden thoughts, then to simple memories, and lastly to deeply buried thoughts. If the target was allowed a save, it gets a new one each time you try to penetrate deeper. If the save succeeds, the mind slams shut, and you have to start over from the very top.
Requirements: Soulsight.
Astral Projection (Sp): You can project your consciousness out of your body, into astral space. While you roam the astral, your body is in torpor. Astral Projection lasts for one hour per level of Undead Insight.
Requirements: Mind Scan, Soulsight.
Cost: 2 blood points.
Farsight (Sp): You can see what happens at other places. It is common to use a focus such as a mirror or a fount of blood when doing so, but it is not neccessary. You create an invisible magical sensor at a specific location you have seen, or near a specific person you have met, that enables you to hear and see almost as if you were there. Obvious locales, such as behind the door in front of you, can also spied upon. Once you have selected the locale, the sensor doesnt move, but you can rotate it in all directions to view the area as desired. You can use your supernaturally enhanced senses through it, including using other Auspex powers. Farsight functions only on the plane of existence you are currently occupying.
Cost: 2 blood points if you have seen the location yourself, 3 blood points for an unseen but obvious location, and 4 blood points for a location only seen through Astral Projection or similar means.
True Seeing (Sp): You have the ability to see all things as they actually are. You see through normal and magical darkness, notice secret doors hidden by magic, see the exact locations of creatures or objects under blur or displacement effects, see invisible creatures or objects normally, see through illusions, and see the true form of polymorphed, changed, or transmuted things. Further, you can focus your vision to see into the near Umbra. The range of true seeing conferred is 120 feet.
True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help you see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. You cannot use true seeing through your farsight.
Requirements: Astral Projection, Mind Scan, Soulsight.
Spirit Bond (Su): You can establish a mental bond with an object or person. You can check up on the status of your target at any time after establishing the bond. When you check, you immediately know exactly where the object or person is located. You need to touch your target to establish the bond, and the target gets a Will save (DC 10 + 1/2 your level + your Wisdom modifier) the first time you try to use it. The spirit bond lasts for one year per level of Auspex.
Cost: 1 blood point.
Locate (Sp): You can find people and objects, even if hidden in distant places. You will get the approximate direction and distance, enabling you to work yourself towards it. As you get closer, you will get more exact readings. Locate lasts for one minute per level. Living targets get a Will save (DC 10 + 1/2 your level + your Wisdom modifier) to stay hidden.
Requirements: Spirit Bond.
Cost: 1 blood point for something that is yours, 2 for something well known to you, 4 for something seen, and 8 blood points for something that is described to you.
Pluck the Secret (Sp): You can mention a single word or name to the target, and he will reveal all he knows about the subject unless he can make a Will save (DC 10 + 1/2 your level + your Wisdom modifier). The target will speak the information if you spoke to him, and think it if you used Mind Scan.
Requirements: Mind Scan.
Cost: 2 blood point, +1 if the target is Cainite.
Mind Rape (Sp): You can easily read deep and hidden thoughts, even those the victim is himself unaware of. Nothing can be hidden from you. Mind Rape is anything but subtle, and the target will always know what you are doing, but not always what you have found in his mind. You need to either touch the target, or have it meet your gaze. The target gets a Will save (DC 10 + 1/2 your level + your Wisdom modifier) to resist, but you can try again as often as you like and have blood points to spend. Mind Rape lasts one round per level.
The main limitation of Mind Rape is that you must have at least some idea of what you are looking for.
Requirements: Mind Scan, Pluck the Secret, Soulsight.
Cost: 4 blood points, +1 if the target is Cainite.
Obfuscate Tree
Obfuscate are the Cainite powers of disguise and stealth.
Cloak of Shadows (Su): You can hide anywhere, in even the smallest cover. A small tree, a lamppost, a little shadow is enough to remain completely hidden, but you must remain motionless. If you make a noise or if someone is actively looking for you, the searchers get a Will save, and if successful the power is broken. If you had the sense to choose a good hiding place, this means that they can roll their Search or Spot against your Hide as normal, otherwise you're automatically spotted. You can always take 10 on Hide checks.
Unseen Presence (Su): You no longer need something to hide behind, and can move about unseen. You can move as you wish, and will not be seen unless you draw attention to yourself, or if someone is specifically looking for you. In such case onlookers and searchers get a Will save each round to spot you, and once successful they need not roll again. You can always take 10 on Move Silently checks.
Cost: 1 blood point.
Thousand Faces (Sp): You can use disguise self at will, as the spell. You can always take 10 on Disguise checks.
Vanish (Su): You can vanish from plain view. Unless any onlookers make a Will save, you disappear from their view, and they are dazed while they ponder the strangeness of the situation. If they're not reminded of you during the following round, they must make another Will save or forget that you were there at all.
Cost: 2 blood points.
Cloak the Gathering (Su): You can use any Obfuscate power on one additional target per level of Obfuscate you possess. If one of these targets do something that breaks the power, such as moving while under Cloak of Shadows, it is broken only for him. If you break it, it breaks for all other targets as well. If the Obfuscate power used costs blood points, you must pay for each target.
Cost: 1 blood point, plus the normal cost of any power used.
Soul Mask (Ex): You can disguise or change your aura. This is useful against the UndeadInsight Soulsight power, and other spells and effects that try to divine your true state, intentions, or thoughts. Unless the diviner can make a Will save (DC 10 + half your level + your Charisma modifier) they will see or detect whatever you want them to. The Assamite weakness cannot be disguised with this power.
Requirements: Thousand Faces.
Project Image (Sp): You can cast a version of Project Image on yourself. You do not actually project an image, so a camera will not show it. What happens is that you simply convince all onlookers that you are elsewhere, and they act accordingly. All other parameters are as per the Project Image spell.
Cost: 2 blood points.