Paranaturalist (Character Kit)

==Paranaturalist==
:This was originally published in Dragon Magazine #255
A Paranaturalist is an oddity in a society that knows almost nothing about psionics. He has tapped his own psionic powers and trained himself with the aid of knowledge obtained from ancient, musty tomes. Because of this, the Paranaturalist has come to realize there are creatures and mysteries beyond the understanding of conventional sages. Thus he seeks out the unknown and strange, both to understand the universe better and to oppose those horrors others cannot comprehend.
Races: Any race capable of being a Psionicist may be a Paranaturalist.
Requirements: A Paranaturalist must have a Constitution of at least 15 and an Intelligence of at least 14, in addition to the normal requirements to be a Psionicist. They may be of any Lawful alignment.
Role: An NPC Paranaturalist is most likely to be encountered by the PCs ﻿while creeping through old tombs and
ruins. If he is on a mission that is compatible with the PCs, he may offer to join forces with them. If the PCs' mission conflicts with his, he is likely to warn them off. ("You don't understand the forces you're trifling with...") The PCs might seek out a Paranaturalist they had heard of to aid them with a mystery they cannot solve on their own.
A PC Paranaturalist is a benefit to any adventuring party, with a unique set of powers and lore. Although more concerned with the unknown and forgotten than in treasure and adventure, a Paranaturalist can see the advantages to travelling with a large group, as long as they are willing to investigate the occasional lost city or unfathomable mystery.
Preferred Disciplines: None (see Special Benefits).
Weapon Proficiencies:
* Bonus: None.
* Recommended: Dagger, Hand Crossbow.
Nonweapon Proficiencies:
* Bonus: Ancient History, Reading/Writing.
* Recommended: Astrology, Local History, Religion, Survival.
Equipment: Paranaturalists tend to gather an eclectic and varied assortment of equipment during their careers. Because of this, they are sometimes mistaken for Wizards with pockets full of material components. Since no two Paranaturalists have the same odd collection, it is impossible to list items likely to be carried.
Special Benefits: The Paranaturalist has two major benefits, both stemming from his broad but informal education.
First, the Paranaturalist can choose nonweapon proficiencies from any group at no additional cost. Secondly, the Paranaturalist does not separate disciplines. In fact, the Paranaturalist might not even be familiar with the concept of different disciplines. Instead, he is free to pick any sciences or devotions he wishes, regardless of discipline, as long as he meets the requirements for each power. The normal restrictions preventing a character from knowing more sciences than disciplines also do not apply to the Paranaturalist.
Special Hindrances: Because the Paranaturalist is self-taught, his understanding of his own powers is incomplete. Because of this, he does not automatically gain new psionic powers upon attaining new levels. Rather, the Paranaturalist must find descriptions of psionic powers in books of lore and ancient scrolls, much as a Wizard must find new spells.
The Paranaturalist begins play with a full complement of psionic powers, but after that it is up to the DM to decide what powers he finds and where he finds them. Alternatively, a DM may allow a Paranaturalist to research new psionic powers, but this is sure to be costly and time consuming. As a general rule, the Paranaturalist shouldn't be more than one science and two devotions short of the normal number of powers for a Psionicist of his level.
Wealth Options: The Paranaturalist character begins play with 6d4 x 10 gp worth of equipment but may not have more than 5 gp in money. Any additional money not used to buy equipment is lost.
Category:Character Kit
Category:Character Kit Dragon Magazine