Clairsentience (WatW)

__TOC__
: Kerran knelt by Regalla's body in the dark alleyway. The warren-like buildings to either side were crowded with people of the vilest descriptions. Whoever had slain Regalia was blocks away by now, lost in the slums of Urik's Foreign Quarter.
: Ignoring the eyes he could feel upon him, Kerran gently removed the knife that had taken Regalia's life. "I will avenge you, my friend," he whispered. Closing her eyes, he called upon the Way and focused upon the knife in his hand.
: The jagged bone blade was dripping with Regalla's blood. He looked past that, trying to visualize the hand that had held the blade. His mind's eye cleared and he could see a thick, powerful hand with call uses and scar—a warrior; hand. Concentrating further, he turned his sight, seeking the face of the killer. He saw the grinning face of a tattooed mul.
: Kerran stumbled back in horror. "By the Dragon! Xochtel!" He couldn't believe the gladiator was capable of such evil.
Clairsentience is not a powerful discipline, if one defines power as the ability to cause immediate harm to one's foes. It is a subtle and patient art. The clairsentient may be the most capable information gatherer of Athas. He is rarely surprised by any turn of events. With powerful talents for precognition and location, the clairsentient can find almost anything and anticipate the onset of danger.
===The Role of Clairsentience===
Clairsentient psionicists are in great demand throughout Athasian society. They are second only to telepaths in importance to everyday affairs. Nobles, merchant dynasties, templars, and sorcerer-kings use their talents to ferret out enemies and to help determine who to trust or betray.
Generally, any given NPC with sufficient wealth can hire a clairsentient. Powerful noble and sorcerer-monarchs often have a clairsentient psionicist as a permanent adviser.
This prevalence of psychic seers has serious implications. Object reading can be used on any piece of evidence left behind at the scene of a crime. Mastermind villains will take advantage of their psychic's precognition to anticipate the PCs' actions. Clairvoyance or environment can be used to spy on the PCs anywhere. An NPC who makes good use of clairsentient reconnaissance can be very difficult to defeat.
Of course, the reverse applies for PC psionicists who specialize in Clairsentience. If they are wise, they'll keep tabs on their enemies and check out potential hirelings or employers. The DM may find it nearly impossible to sneak an evil NPC into the party if the PC hit everyone they meet with aura sight.
In an adventuring party, the clairsentient is a tactical liability. He has little combat power and should be kept out of harm's way. The clairsentient is at his best when using his powers to scout ahead of the party and to anticipate traps and ambushes. A well-played clairsentient may provide information of such importance that the party may never miss the extra firepower.
Clairsentients are also known as seers, psychics, mediums, fortune-tellers, and spirit-speakers.
===Clairsentient Advancement===
The clairsentient enjoys an easy advancement schedule with few prerequisites for his better powers. He can choose almost
a subtle and patient art. The clairsentient may be the most any power in the discipline early on and select freely from the capable information gatherer of Athas. He is rarely surprised others as he advances. When the clairsentient psionicist is first by any turn of events. With powerful talents for precognition created, he should choose clairvoyance or clairaudience as his and location, the clairsentient can find almost anything and first science. These are the reconnaissance powers of the discipline, and the most useful to a low-level adventurer.
The clairsentient has access to navigation powers (know direction, know location, and know course) that can guarantee that he'll never be lost in the wastes of Athas. Other useful powers include combat mind, danger sense, see Sound, environment, and feel moisture. The new science of detection is a potent addition to the clairsentient's arsenal, as well.
==Clairsentient Powers==
It is important to remember that clairaudience and clairvoyance can only be used on areas the psionicist has knowledge of. He cannot target his power on "wherever Uldan the mul is at this moment," or on "the sorcerer-king's throne room in Urik" if he has never been there.
Places the psionicist knows include any place he has ever been to himself, any place within his sight now, or any place he can specify. He could use clairvoyance to peek behind a sand dune, since he can tell from where he is that the sand dune has another side. He could also scan a point "10 miles directly west" or "two miles north of the central square of Urik" if he had ever been to the square. Standing outside a tower, he can make a reasonable guess that there is a room or passageway behind any windows he can see, but he can't know the layout of the tower and use his powers against interior rooms.
However, a psionicist with a lot of PSPs could "visit" an area with clairvoyance. Once inside the tower window with clairvoyance, he can see a small room with a door. Now he may look behind the door, since he knows it exists.
The devotions of feel sound and feel light are of limited usefulness, but see sound negates darkness-based combat penalties for the psionicist, as long as his opponents are making any normal amount of noise. (Incorporeal opponents such as spectres or ghosts don't make noise when they attack!)
==The Clairsentient Template==
The list of powers below describes a typical advancement scheme for a clairsentient psionicist. The DM can use this template to quickly generate a psionicist NPC specializing in clairsentience and players can use it as a guide for how they might develop their own characters. Sciences are noted by (S). Recommended secondary and tertiary disciplines are also included. The DM can substitute disciplines or individual powers, so long as the number of sciences and devotions in a discipline are not changed.
Level	Power Gained
1 	Clairvoyance (S), danger sense, know direction, see magic
2 	Know location, safe path
3 	Detection (S), see sound;PSYCHOMETABOLISM: Displacement
4 	All-round vision;PSYCHOMETABOLISM: Chameleon power
5 	Object reading (S), know course
6 	TELEPATHY: Contact
7 	Aura sight (S), feel sound
8 	TELEPATHY: ESP
9 	TELEPATHY: Mindlink (S), id insinuation
10 	PSYCHOMETABOLISM: Dimensional door
11 	True sight (S), sensitivity to observation
12 	TELEPATHY: Incarnation awareness
13 	Feel light;TELEPATHY: Probe (S)
14 	Radial navigation
15 	Recognition (S);PSYCHOMETABOLISM: Astral projection
16 	PSYCHOMETABOLISM: Cell adjustment
17 	Spirit sense;PSYCHOMETABOLISM: Teleport(S)
18 	METAPSIONICS: Intensify
19 	Poison sense;PSYCHOMETABOLISM: Metamorphosis (S)
20 	TELEPATHY Ego whip