Psychologue (Character Kit)

psychologue 
The psychologue is a person trained and experienced in the functions and possible illnesses of the mind. Many psychologues are professional doctors who have learned their craft after years of study at an institution of higher learning. Others are independent scholars who have taken an interest in the workings of the mind* Rarely, a particularly insightful person might naturally develop the skills needed to be a psychologue, such as a gypsy wanderer or even a particularly attentive bartender. 
Typical professional psychologues spend their lives in asylums or hospitals studying those poor unfortunates who have been driven mad by the horrors of the Demiplane of Dread. Others believe the only way to truly understand the workings of the mind is to observe normal mentalities, especially how they react in extreme situaaions. These psychologies often join bands of adventurers, both to aid them and to observe how they react to the stresses adventuring brings* 
Class/Race: Any race may be a psychology Only wizards, priests, and psionicists may normally take this kit. Gypsies or bards may be allowed tills kit at the DM's discretion. 
Requirements: A psychoiogue must have an Intelligence and Wisdom of at least 12, He may be of any alignment allowed by his class. 
Role: A PC psychoiogue can be of great help to any group of explorers or hunters of supernatural creatures. 
The psychology's power to resist corruption and madness can help keep a party from straying too far into the darkness of Ravenloft The psychoiogue may also gain access to places other adventurers aren't normaliy weicome, sueh as easy! u nis and sanitariums* 
As an NPC ally or hireling, a psychology may help PCs retain their sanity within the Demiplane of Dread, or even try to cure those who have gone mad. An evil NPC psychoiogue might attempt to drive the PCs mad so that he may observe their reactions. A good example of this kind of villain is Dn Daclaud ITeinfroth, the darklord of Dominia, (For details, see the boxed campaign Bleak House.) 
Weapon Proficiencies: Psychologues may take any weapon proficiencies normally allowed by their character classes* 
Nonweapon Proficiencies: Btiftus: Fast talking, intimidation (both from the Complete Thief s Handbook).
* Recommended: 
Any Charisma-based NWP. 
Equipment: Psychologies may use any equipment normally allowed by their character classes. 
Special Benefits: The psychology's keen perceptions and understanding of subtle psychological clues allows him to identify falsehoods and dementia more accurately than most. A psychoiogue has a 5% cha nce per level of identifying someone with a mental disorder just by speaking with him. This rises to 10% per level if the psychoiogue has the opportunity to converse with a subject for several hours uninterrupted* The psychoiogue also has a 50% chance to know when someone of lower level is consciously lying. The psychoiogue does not know the exact nature of the lie, and this ability never works on creature of higher level or more hit dice than 
the psychoiogue. A psychoiogue is protected from many forms of insanity by his strong understanding of such ailments. This provides a +2 bonus to any madness chocks, as well as to saves vs. any spell or power that causes or simulates insanity. Additionally, the psychoiogue may help others who have themselves fallen victims to madness. An insane character who spends at least a week talking to the psychoiogue every day is allowed to make a saving throw vs. spells to regain his sanity for 2d6 days. If the character remains in close contact with the psychoiogue for long periods of time he may, at the DM's option, actually regain at least some of his sanity permanently. 
Special Hindrances: Psychologies spend most of their time and effort studying abstract mental effects and conditions. As a result, they tend to ignore framing in physical pursuits, such as combat. Psychologues suffer a -1 attack penalty with all weapons and never receive bonuses to their hit points due to a high Constitution scorc. 
Wealth Options: The psychoiogue starts with the amount of wealth normally allowed for his character class.
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