Psychometry (3.5e Variant Rule)
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|This material is published under the OGL|
You can “read” psychic impressions from places and objects, getting images of their pasts.
Requirements: Clairsentience feat
Check: You can get glimpses into the past, as if you were actually present at a particular event. You can use this power in two ways:
Active Psychometry: You can attempt to see the past of a particular person, place, or object with which you are in contact. You must be able to see or touch the subject of your power. This requires a full-round action and a Psychometry skill check.
Spontaneous Visions: Your ability may also spontaneously activate at the GM’s discretion when you are in contact with a subject with particularly strong “vibes.” This also requires a Psychometry check.
The Gamemaster should make Psychometry skill checks secretly so the player doesn’t necessarily know if a particular vision was accurate or not. Consult the table below for the results of a vision, based on the skill check.
|10||A vague vision that may not be accurate.|
|15||A brief and accurate vision of the events.|
|20||A longer vision of the events, encompassing everything that took place in a particular place and time.|
|25||The ability to “rewind” the vision backward or forward in time to review the event.|
|30||The ability to track the vision backward through time and space to trace an event to its origin.|
|35||Near-complete knowledge of a particular past event and everything involving it.|
Things seen in psychometric visions generally count as slightly familiar in terms of familiarity, possibly more if the vision was long or extremely accurate (in the GM’s opinion).
Special: You can take 10 on Psychometry checks, but you can’t take 20.
Time: Psychometry is a full-round action.
Strain: 6 for active psychometry, 1 for spontaneous visions.