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gorfnab
2009-10-12, 09:36 PM
After some long thinking and typing I've come up with a different approach to portraying the Bene Gesserit of the Dune universe in a D&D 3.5 setting. Please tell me what you think.

Bene Gesserit
The Bene Gesserit are an exclusive sisterhood whose members train their bodies and minds through years of physical and mental conditioning to obtain powers and abilities that can easily seem magical to outsiders.
Due to their secretive nature and misunderstood abilities, outsiders often call them witches.

Special: Female only.
Alignment: Any neutral.
Hit Dice: D6

Bene Gesserit
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers Known|Maneuvers Readied|Stances Known

1st|
+0|
+0|
+0|
+2|Prana Bindu Training, The Voice (Command and Hypnotize), The Weirding Way |
3|
3|
1

2nd|
+1|
+0|
+0|
+3|Evasion|
4|
3|
1

3rd|
+2|
+1|
+1|
+3||
5|
3|
1

4th|
+3|
+1|
+1|
+4|Uncanny Dodge, The Voice (Charm and Fear) |
6|
4|
2

5th|
+3|
+1|
+1|
+4| |
6|
4|
2

6th|
+4|
+2|
+2|
+5|Healing Trance |
7|
4|
2

7th|
+5|
+2|
+2|
+5|The Voice (Hold and Suggestion) |
8|
5|
3

8th|
+6|
+2|
+2|
+6|Improved Uncanny Dodge |
9|
5|
3

9th|
+6|
+3|
+3|
+6| |
9|
6|
3

10th|
+7|
+3|
+3|
+7|The Voice (Confusion and Panic) |
10|
6|
4

11th|
+8|
+3|
+3|
+7|Improved Evasion |
11|
7|
4

12th|
+9|
+4|
+4|
+8||
12|
7|
4

13th|
+10|
+4|
+4|
+8|The Voice (En Masse) |
13|
8|
5

14th|
+10|
+4|
+4|
+9| |
13|
8|
5

15th|
+11|
+5|
+5|
+9| |
14|
9|
5

16th|
+12|
+5|
+5|
+10|The Voice (Geas) |
15|
9|
6

17th|
+13|
+5|
+5|
+10|Slippery Mind |
16|
10|
6

18th|
+13|
+6|
+6|
+11| |
16|
10|
6

19th|
+14|
+6|
+6|
+11|The Voice (Dominate and Slay) |
17|
11|
7

20th|
+15|
+6|
+6|
+12|Perfect Self|
18|
11|
7[/table]

Class Skills: (6 + Int modifier per level, x4 at 1st level): Autohypnosis, Balance, Bluff, Climb, Concentration, Decipher Script, Diplomacy, Disguise, Escape Artist, Gather Information, Heal, Hide, Intimidate, Jump, Knowledge (all skills taken Individually), Listen, Martial Lore, Move Silently, Profession, Sense Motive, Speak Language, Spot, Survival, and Tumble

Weapon and Armor Proficiency: Bene Gesserit are proficient with club, dagger (all types), dart, hand crossbow, kama, kukri, nunchaku, quarterstaff, sai, shuriken, sickle, sap, sling, and whip. Bene Gesserit are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a Bene Gesserit loses her AC bonus.

Prana Bindu Traing: At 1st level a Bene Gesserit gains Improved Unarmed Strike as a bonus feat. She also gains the Unarmed Strike damage of a monk equal to her Bene Gesserit level. When unarmored and unencumbered, the Bene Gesserit adds her Intelligence bonus (if any) to her AC. In addition, a Bene Gesserit gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five Bene Gesserit levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).These bonuses to AC apply even against touch attacks or when the Bene Gesserit is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

The Voice
The Voice (Sp): Starting at 1st level, by modulating the subtleties of her voice, a Bene Gesserit can issue commands on a subconscious level,
compelling obedience in others that they cannot resist, whether they are consciously aware of the attempt or not. A Bene Gesserit can use The Voice a number of times per day equal to 1/2 her Bene Gesserit level (minimum 1/day). As a standard action that does not provoke attacks of opportunity the Bene Gesserit compels a living creature within 30ft of her to comply with her orders. If the victim of The Voice fails a Will save (DC 10 +1/2 the Bene Gesserit's class level + the Bene Gesserit's Cha modifier) he is compelled to follow The Voice Command of the Bene Gesserit's choosing. The duration of any of The Voice orders listed is a number of rounds equal to the Bene Gesserit's class level unless otherwise noted. The Bene Gesserit can dismiss a Voice Command as a swift action. The Voice is a Sonic, Compulsion, Language-Dependent, and Mind-Affecting ability for the purposes of determining creature immunities. Voice Commands can be removed by the spells Break Enchantment, Heal, Wish, and Miracle. Dispel Magic and Greater Dispel Magic can be used as well (treat the Bene Gesserit's level as her caster level)

Voice Commands: As the Bene Gesserit progresses in her training she gains access to various Voice Commands.

Command: You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.
Approach: On its turns, the subject moves toward you as quickly and directly as possible. The creature may do nothing but move during its turns, and it provokes attacks of opportunity for this movement as normal.
Drop: On its turn the subject drops whatever it is holding. It can’t pick up any dropped item until the duration of the Voice Command ends.
Fall: On its turn the subject falls to the ground and remains prone for the duration of the Voice Command. It may act normally while prone but takes any appropriate penalties.
Flee: On its turn the subject moves away from you as quickly as possible. It may do nothing but move during its turns, and it provokes attacks of opportunity for this movement as normal.
Halt: The subject stands in place for the duration of the Voice Command. It may not take any actions but is not considered helpless.
Silence: The creature does not speak, use any abilities that requiring speaking, or use any Sonic based abilities.
Other: A different one word command of the Bene Gesserit's choosing, DM discretion.
If the subject can’t carry out your command, this ability automatically fails.

Hypnotize: Your gestures and droning incantation fascinates a nearby creature, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated.If you use this spell in combat, the target gains a +2 bonus on its saving throw. If the spell affects a creature not in combat at the time, the saving throw has a penalty of –2. While the subject is fascinated by this spell, it reacts as though it were two steps more friendly in attitude. This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after The Voice ends, the creature retains its new attitude toward you, but only with respect to that particular request.A creature that fails its saving throw does not remember that you used The Voice on it.

Charm: This charm makes a creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw. This command does not enable you to control the charmed creature as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed creature breaks the Voice Command over it. You must speak the creature’s language to communicate your commands, or else be good at pantomiming.

Fear: The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round.

Hold: The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.) A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.

Suggestion: You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the Voice Command.The duration of this Voice Command is 1 hour/Bene Gesserit level. The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the Voice Command ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the Command duration expires, the activity is not performed. A very reasonable suggestion causes the save to be made with a penalty (such as –1 or –2).

Confusion: This Voice Command causes the targets to become confused, making them unable to independently determine what they will do.Roll on the following table at the beginning of each subject’s turn each round to see what the subject does in that round.
d% Behavior
01–10 Attack Bene Gesserit with melee or ranged weapons (or close with Bene Gesserit if attack is not possible).
11–20 Act normally.
21–50 Do nothing but babble incoherently.
51–70 Flee away from Bene Gesserit at top possible speed.
71–100 Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).
A confused character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

Panic: The affected creature becomes Panicked. If the subject succeeds on a Will save, it instead is Frightened for a number of rounds equal to 3 + the Bene Gesserit's Cha modifier (minimum 4 rounds) and then Shaken for the remaining duration of the Voice Command.

En Masse: The Bene Gesserit may choose to have the Voice Commands of Command, Hypnotize, Charm, Fear, Hold, Suggestion, and Confusion affect a number of creatures equal to 3 + the Bene Gesserit's Cha modifier (minimum 4 creatures).

Geas: A geas places a command on a creature to carry out some service or to refrain from some action or course of activity, as desired by the Bene Gesserit. The creature must be able to understand you. While a geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity.The geased creature must follow the given instructions until the geas is completed, no matter how long it takes.If the instructions involve some open-ended task that the recipient cannot complete through his own actions the Voice Command remains in effect for a maximum of one day per Bene Gesserit level. A clever recipient can subvert some instructions: If the subject is prevented from obeying the geas for 24 hours, it takes a –2 penalty to each of its ability scores. Each day, another –2 penalty accumulates, up to a total of –8. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the geas.

Dominate: You can control the actions of any creature through a telepathic link that you establish with the subject’s mind. If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities.If no common language exists, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically. Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject’s behavior is being influenced by an enchantment effect (see the Sense Motive skill description).Changing your instructions or giving a dominated creature a new command is a move action.By concentrating fully on the Voice Command (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can’t communicate with you. You can’t actually see through the subject’s eyes, so it’s not as good as being there yourself, but you still get a good idea of what’s going on.Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.If you don’t spend at least 1 round concentrating on the Voice Command each day, the subject receives a new saving throw to throw off the domination. The duration of this Voice Command is equal a number of days equal to 1/2 the level of the Bene Gesserit rounded down.Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect neither prevents the establishment of domination nor dispels it.

Slay: You utter a single killing word that instantly kills one creature of your choice that has 100hp or less, whether the creature can hear the word or not. Any creature that currently has 101 or more hit points is unaffected by this Voice Command. If the creature saves against this Voice Command they instead take 10d6 points of sonic damage.

The Weirding Way: You begin play with knowledge of 4 maneuvers chosen from the Weirding Way discipline. You begin play with knowledge of 1 stance chosen from the Weirding Way discipline. Your recovery method and readied maneuver method is the same as a Swordsage.

Evasion (Ex): At 2nd level or higher if a Bene Gesserit makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.
Evasion can be used only if a Bene Gesserit is wearing light armor or no armor. A helpless Bene Gesserit does not gain the benefit of evasion.


Uncanny Dodge (Ex): Starting at 4th level, a Bene Gesserit can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a Bene Gesserit already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.

Healing Trance (Su): At 6th level or higher, a Bene Gesserit can heal her own wounds. She can heal a number of hit points of damage equal to twice her current Bene Gesserit level each day, and she can spread this healing out among several uses.

Improved Uncanny Dodge (Ex): At 8th level and higher, a Bene Gesserit can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking her, unless the attacker has at least four more rogue levels than the target has Bene Gesserit levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Improved Evasion (Ex): At 11th level, a Bene Gesserit’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless Bene Gesserit does not gain the benefit of improved evasion.

Slippery Mind (Ex): This ability represents the Bene Gesserit’s ability to wriggle free from magical effects that would otherwise control or compel her.
If a Bene Gesserit with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Perfect Self: At 20th level, a Bene Gesserit becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the monk’s creature type was) for the purpose of spells and magical effects. Additionally, the Bene Gesserit gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the Bene Gesserit can still be brought back from the dead as if she were a member of her previous creature type.

The Weirding Way Discipline

1st level

Litany Against Fear
Weirding Way (Counter)
Level: Bene Gesserit 1
Prerequisite: None
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
You can use this maneuver any time you would make a Will save versus a fear effect. Make a Concentration Check instead of a Will save and use the result of the check to determine the save's success. You must use this maneuver before you attempt the Will save. A result of a natural 1 on the Concentration check is not an automatic failure.

The Slow Blade
Weirding Way (Strike)
Level: Bene Gesserit 1
Prerequisite: None
Initiation Action: 1 fullround action
Range: Melee Attack
Target: One creature
Duration: Instantaneous
You make a single melee attack. If the target is flat footed, flanked, or denied their dexterity bonus to AC you deal +1d6 sneak attack damage. Any creature immune to sneak attack damage is immune to this strike.

Penetrates the Shield
Weirding Way (Strike)
Level: Bene Gesserit 1
Prerequisite: None
Initiation Action: 1 fullround action
Range: Melee Attack
Target: One Creature
Duration: Instantaneous
You make a single melee attacks that ignores the target's shield bonus to AC.

Speed of Thought
Weirding Way (Stance)
Level: Bene Gesserit 1
Prerequisite: None
Initiation Action: Swift Action
Range: Personal
Target: You
Duration: Stance
You gain a +10ft enhancement bonus to your land speed while you maintain this stance.

Deceptive Strike
Weirding Way (Strike)
Level: Bene Gesserit 1
Prerequisite: None
Initiation Action: 1 standard action
Range: Melee attack
Target: One Creature
Make a single melee attack roll against an enemy. If your attack succeeds you are teleported to any adjacent unoccupied square next to that enemy.

2nd level

Immune System Manipulation
Weirding Way (Counter)
Level: Bene Gesserit 2
Prerequisite: 1 Weirding Way maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
You can use this maneuver any time you would make a Fortitude save versus a Disease effect. Make a Concentration Check instead of a Fortitude save and use the result of the check to determine the save's success. You must use this maneuver before you attempt the Fortitude save. A result of a natural 1 on the Concentration check is not an automatic failure.
If you make a successful save against the disease you then catalog the disease in the back of your mind. If you are later exposed to this disease at a later time and forced to make a Fortitude save to resist contracting the disease you gain a +5 bonus in addition to the Concentration check if you use this maneuver to resist the effects.

Clearing the Path
Weirding Way (Boost)
Level: Bene Gesserit 2
Prerequisite: 1 Weirding Way maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Each successful attack you make against an enemy this round you add +10ft to your land speed for the duration of the round.

Defensive Personality
Weirding Way (Counter)
Level: Bene Gesserit 2
Prerequisite: 1 Weirding Way maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
You may add you Cha modifier as a deflection bonus to AC for the duration of the round.

Commanding Presence
Weirding Way (Stance)
Level: Bene Gesserit 2
Prerequisite: 1 Weirding Way maneuver
Initiation Action: 1 swift action
Range: 60ft
Area: 60ft radius emanation centered on you
Duration: Stance
While you are in this stance you and your allies within 60ft of you gain damage reduction equal to your Cha modifier/magic

Blinding Strike
Weirding Way (Strike)
Level: Bene Gesserit 2
Prerequisite: 1 Weirding Way maneuver
Initiation Action: 1 standard action
Range: Melee Attack
Target: One Creature
Duration: 1 round
Make a single melee attack. If the attack succeeds the target must make a Will save (DC = 10 +1/2 Bene Gesserit's level +Int Modifier) or is blinded for 1 round.


3rd level

Mind over Toxins
Weirding Way (Counter)
Level: Bene Gesserit 3
Prerequisite: 1 Weirding Way maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
You can use this maneuver any time you would make a Fortitude save versus a Poison effect. Make a Concentration Check instead of a Fortitude save and use the result of the check to determine the save's success. You must use this maneuver before you attempt the Fortitude save. A result of a natural 1 on the Concentration check is not an automatic failure.
If you make a successful save against the poison you then catalog the disease in the back of your mind. If you are later exposed to this poison at a later time and forced to make a Fortitude save to resist the poison's effects you gain a +5 bonus in addition to the Concentration check if you use this maneuver to resist the effects.

Sharpened Reflexes
Weirding Way (Counter)
Level: Bene Gesserit 3
Prerequisite: 1 Weirding Way maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
You can use this maneuver any time you would make a Reflex save. Make a Concentration Check instead of a Reflex save and use the result of the check to determine the save's success. You must use this maneuver before you attempt the Reflex save. A result of a natural 1 on the Concentration check is not an automatic failure.

Blades of Opportunity
Weirding Way (Stance)
Level: Bene Gesserit 3
Prerequisite: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance you gain the benefits of the Combat Reflexes feat. In addition you gain a +2 bonus on attack and damage rolls when making attacks of opportunity.

Petit Perception
Weirding Way (Stance)
Level: Bene Gesserit 3
Prerequisite: 1 Weirding Way maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance you may take 10, even if stress and distractions would normally prevent her from doing so, on Listen, Search, or Spot checks. Add 1/2 your Bene Gesserit level as a bonus on these checks.

4th level

Pinpoint Strike
Weirding Way (Strike)
Level: Bene Gesserit 4
Prerequisite: None
Initiation Action: 1 standard action
Range: Melee Attack
Target: One Creature
Make a single melee attack against an enemy. This attack is made as a melee touch attack.

Blurring Lines
Weirding Way (Boost)
Level: Bene Gesserit 4
Prerequisite: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 fullround
You gain total concealment for the duration of the round.

Scream of the Voice
Weirding Way (Boost)
Level: Bene Gesserit 4
Prerequisite: 2 Weirding Way Maneuvers
Initiation Action: 1 standard action
Area: 30ft cone
Duration: Instantaneous
Tapping into The Voice you scream out. All enemies within a 30ft cone take 10d6 sonic damage (Will save DC = 10 +1/2 Bene Gesserit's level +Cha Modifier for half damage)

Simulflow
Weirding Way (Stance)
Level: Bene Gesserit 4
Prerequisite: 1 Weirding Way maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
When making a full attack action, a Bene Gesserit in this stance may make one extra attack with any weapon she is holding. The attack is made using the Bene Gesserit’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed or Haste spell, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)
A Bene Gesserit in this stance gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the Bene Gesserit’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed.

5th level

Deceiving Appearances
Weirding Way (Stance)
Level: Bene Gesserit 5
Prerequisite: 2 Weirding Way Maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You gain the Hide in Plain Sight ability of a Shadowdancer while in this stance.

Vigorous Metabolism
Weirding Way (Boost)
Level: Bene Gesserit 5
Prerequisite: 2 Weirding Way Maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
This boost function as if a Restoration spell had been cast on you. This boost also heals you an number of HP equal to your Bene Gesserit level.

Winding Strike
Weirding Way (Strike)
Level: Bene Gesserit 5
Prerequisite: 2 Weirding Way Maneuvers
Initiation Action: 1 standard action
Range: Melee Attack
Target: One creature
Duration: Special, See text
Make a single melee attack. If the attack succeeds the target must make a Will save (DC = 10 +1/2 Bene Gesserit's level +Int Modifier) or is stunned for 1 round and exhausted for the rest of the encounter.

Delaying Strike
Weirding Way (Strike)
Level: Bene Gesserit 5
Prerequisite: 2 Weirding Way Maneuvers
Initiation Action: 1 standard action
Range: Melee Attack
Target: One creature
Duration: Special, See text
Make a single melee attack. If the attack succeeds the target must make a Will save (DC = 10 +1/2 Bene Gesserit's level +Int Modifier) or it is moved to last in the initiative order for the rest of the encounter.

6th level

Blade of the Voice
Weirding Way (Strike)
Level: Bene Gesserit 6
Prerequisite: 3 Weirding Way maneuver
Initiation Action: 1 standard action
Range: Melee Attack
Target: One Creature
Duration: See text
Make a single melee attack. If the attack succeed the target takes 15d6 sonic damage in addition to the normal weapon damage and deafened for a number of rounds equal to your Cha modifier.

Truthsaying
Weirding Way (Stance)
Level: Bene Gesserit 6
Prerequisite: 4 Weirding Way Maneuvers
Initiation Action: 1 swift action
Range: 120ft
Target: You
Duration: Stance
While in this stance the Bene Gesserit sees through normal and magical darkness, notices secret doors hidden by magic or mundane means, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, see through concealment both magical and mundane, see through mundane disguises, spot creatures who hiding, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces).
In addition you gain a +10 bonus on Sense Motive checks while in this stance. She may also take 10 on Sense Motive checks even if stress and distractions would normally prevent her from doing so.

7th level

Voice of Pain
Weirding Way (Boost)
Level: Bene Gesserit 7
Prerequisite: 3 Weirding Way Maneuvers
Initiation Action: 1 standard action
Area: 60ft radius emanation centered on you
Duration: Instantaneous
You tap into your Voice powers to deal 1d6 sonic damage per Bene Gesserit level to all enemies within a 60ft radius of you. You and any allies you designate are unaffected by this maneuver.
Any enemies caught in the radius of this boost must make a Will save (DC = 10 +1/2 Bene Gesserit's level +Cha Modifier) or be stunned for 1 round and deafened for a number rounds equal to the Bene Gesserit's Cha modifier.

Voice of Reason
Weirding Way (Boost)
Level: Weirding Way 7
Prerequisite: 3 Weirding Way Maneuvers
Initiation Action: 1 fullround
Area: 60 ft radius centered on you
Duration: 1 round per Bene Gesserit level
You command all creatures within in 60ft of you to stop what they are doing. All creatures within 60ft of you must make a Will save (DC = 10 +1/2 Bene Gesserit's level +Cha Modifier) or be stunned for 1 round per Bene Gesserit level.


8th level

Plans Within Plans
Weirding Way (Strike)
Level: Bene Gesserit 8
Prerequisite: 4 Weirding Way Maneuvers
Initiation Action: 1 standard action
Range: Melee Attack
Target: One Creature
Duration: Permanent
Make a single melee attack. If the attack succeeds the target must make a Fortitude save (DC = 10 +1/2 Bene Gesserit's level +Int Modifier) or is affected by one of the following effects of your choice.
–8 decrease to an ability score (minimum 1).
–6 penalty on attack rolls, saves, ability checks, and skill checks.
Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.
Target is affected by a disease of your choice that you have personally experienced or saved against using the maneuver Immune System Manipulation.
Target is affected by a poison of your choice that you have personally experienced or saved against using the maneuver Mind over Toxins.
You may also invent your own effect, but it should be no more powerful than those described above.

Supreme Metabolism
Weirding Way (Boost)
Level: Bene Gesserit 8
Prerequisite: 4 Weirding Way Maneuvers
Initiation Action: 1 Swift action
Range: Personal
Target: You
Duration: Instantaneous
The Bene Gesserit’s severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures), broken bones, and ruined organs grow back. After the boost is initiated, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 1d10 rounds otherwise.
Supreme Metabolism also cures 6d8 points of damage +1 point per Bene Gesserit level (maximum +35), rids the subject of exhaustion and/or fatigue, and eliminates all nonlethal damage the subject has taken.

Armor of the Mind
Weirding Way (Stance)
Level: Bene Gesserit 8
Prerequisite: 4 Weirding Way Maneuvers
Initiation Action: 1 Swift action
Range: Personal
Target: You
Duration: Stance
While in this stance you gain you Cha modifier and Int modifier as an Insight bonus to your AC.

9th level

Stop the Heart
Weirding Way (Strike)
Level: Bene Gesserit 9
Prerequisite: Five Weirding Way Maneuvers
Initiation Action: 1 standard action
Range: Melee Attack
Target: One creature
Make a Concentration check with a DC equal to your opponent's AC. If the check succeeds you can then make a single melee attack against your foe. The target is considered Helpless against this attack. If your attack deals damage your target must attempt a Will save (DC 10 +1/2 your Bene Gesserit level +Int modifier). If the save fails your target is instantly slain. If the save is successful the target is brought down to 1hp/target's HD (maximum 20HP).

Jokasti
2009-10-12, 09:42 PM
I haven't read Dune before, but if it's a sisterhood, you need to put
Special: Female
as a pre-req.

Siosilvar
2009-10-12, 09:48 PM
Dune isn't a "play". Dune is a "read".

I can haz spice? (obligatory lolcat here)

What are the saves on the Voice Commands?

gorfnab
2009-10-12, 09:51 PM
What are the saves on the Voice Commands?

If the victim of The Voice fails a Will save (DC 10 +1/2 the Bene Gesserit's class level + the Bene Gesserit's Cha modifier) he is compelled to follow The Voice Command of the Bene Gesserit's choosing.

rogueboy
2009-10-12, 09:55 PM
I like the idea, and have been thinking about how to include parts of Dune (in particular, the planet Arrakis/Dune) in a homebrew campaign. Overall, and I just skimmed through it quickly, but it seems heavily front-loaded. On the specific connection with the Bene Gesserit, a few points: first off, when they fight, it's usually with a short blade (Crysknife in the case of the Lady Jessica, if I recall correctly), so the unarmed damage bonus makes little thematic sense. Also, the Litany Against Fear should be a bonus, or perhaps allow a second save against a fear effect (perhaps both?), but given how regularly the Litany Against Fear is recited (at least in the books), it does not seem like it should be a total immunity. Also, why Hide in Plain Sight? I've almost finished the 4th book, and can't remember any Bene Gesserit being especially good at hiding.

Of course, now that I've gone through the class a bit more, I'm looking at it a bit more critically for balance as well, and it seems quite strong. All good saves, 6+Int skill points, 3/4 BAB, ToB maneuvers, and at least one ability at every level is amazing, especially when the only downside I can see is the d6 HD (which isn't that much of a downside, really). I'd argue that you should drop BAB to poor (they don't fight very often), have only good Will saves (bonus against poisons, possibly), and curtail the maneuvers and class abilities a fair amount in order to balance the class.

Siosilvar
2009-10-12, 09:57 PM
If the victim of The Voice fails a Will save (DC 10 +1/2 the Bene Gesserit's class level + the Bene Gesserit's Cha modifier) he is compelled to follow The Voice Command of the Bene Gesserit's choosing.

Missed that on my first scan-through.

PairO'Dice Lost
2009-10-12, 10:27 PM
Also, the Litany Against Fear should be a bonus, or perhaps allow a second save against a fear effect (perhaps both?), but given how regularly the Litany Against Fear is recited (at least in the books), it does not seem like it should be a total immunity.

It could be an immunity, if you assume that reciting that litany is what gives that immunity (i.e. they recite it whenever they'd be hit with a fear effect to ignore it). Alternatively, perhaps any time the bene gesserit is affected by a fear effect lasting two or more rounds, it automatically ends at the beginning of the second turn; they're hit with fear, they recite the Litany, the fear goes away.

gorfnab
2009-10-12, 10:45 PM
I like the idea, and have been thinking about how to include parts of Dune (in particular, the planet Arrakis/Dune) in a homebrew campaign. Overall, and I just skimmed through it quickly, but it seems heavily front-loaded. On the specific connection with the Bene Gesserit, a few points: first off, when they fight, it's usually with a short blade (Crysknife in the case of the Lady Jessica, if I recall correctly), so the unarmed damage bonus makes little thematic sense. Also, the Litany Against Fear should be a bonus, or perhaps allow a second save against a fear effect (perhaps both?), but given how regularly the Litany Against Fear is recited (at least in the books), it does not seem like it should be a total immunity. Also, why Hide in Plain Sight? I've almost finished the 4th book, and can't remember any Bene Gesserit being especially good at hiding.

Of course, now that I've gone through the class a bit more, I'm looking at it a bit more critically for balance as well, and it seems quite strong. All good saves, 6+Int skill points, 3/4 BAB, ToB maneuvers, and at least one ability at every level is amazing, especially when the only downside I can see is the d6 HD (which isn't that much of a downside, really). I'd argue that you should drop BAB to poor (they don't fight very often), have only good Will saves (bonus against poisons, possibly), and curtail the maneuvers and class abilities a fair amount in order to balance the class.

The crysknife is Fremen not Bene Gesserit. They are actually trained mainly to fight hand-to-hand. If I remember in the House Harkonen book they hide in plain sight in the middle of a great hall while standing on the tables. Dropping the BAB down to poor does seem like a decent idea. Dropping the saves could be an issue if I want to keep with their whole physical and mental training that seems to test them to endure under harsh conditions and circumstances. I would probably drop the fort save if anything. I'm actually trying to come up with ideas for a Weirding Way discipline. That way they would still have the same maneuver progression but only have access to the one discipline.

rogueboy
2009-10-12, 11:28 PM
The crysknife is Fremen not Bene Gesserit. They are actually trained mainly to fight hand-to-hand.

I am well aware that Crysknives are Fremen. My reference to the Crysknife was with respect to the Lady Jessica, who was gifted a (unfixed) Crysknife by the Shadout Mapes upon arrival on Arrakis (I just went back to my copy of Dune to confirm that I was not mistaken). I do not remember them fighting hand-to-hand anywhere, but then again I don't remember any of the Bene Gesserit actually fighting at any point. Out of curiosity, do you remember where it specifies hand-to-hand training? I don't remember that in any of the first 4 books (almost finished reading the 4th [God Emperor of Dune]).


If I remember in the House Harkonen book they hide in plain sight in the middle of a great hall while standing on the tables.

Ah, I have only read Dune and the first 3 sequels (Dune Messiah, Children of Dune, God Emperor of Dune).


Dropping the saves could be an issue if I want to keep with their whole physical and mental training that seems to test them to endure under harsh conditions and circumstances. I would probably drop the fort save if anything. I'm actually trying to come up with ideas for a Weirding Way discipline. That way they would still have the same maneuver progression but only have access to the one discipline.

The fort saves seems to mesh better with their ability to endure harsh conditions and circumstances than reflex does. I'll admit I'm not entirely sure how to deal with that. My second paragraph was an attempt to balance the class (it seems strong to me) while holding to the concept where possible, so I realize that some of the suggestions may not have matched up well with the concept. Having a Weirding Way discipline would be interesting, but I'm not sure how the balance would work out.

I definitely like the idea and my goal is to give constructive criticism (hopefully that came across). I'll keep an eye on this thread and chime in if I have more ideas, because I'm definitely a fan of combining Dune with D&D.

Debihuman
2009-10-13, 01:07 AM
Very nice. It's late so I'm only skimming it but you seem to have hit a lot of the salient points from the Dune novels by Frank Herbert. It strikes me that many of those abilities should be (Sp). For example, Slay should be Sp since it is similar to power word kill as should Command since it shares things in common with the command spell.

Debby

Evilfeeds
2009-10-13, 02:55 AM
Admittedly, I've only read the original Dune book, but I dont really recall anything regarding their remarkable "physical ability" standing out. They struck me more as enchantment specialist wizards.

So evasion, high fort save, etc, seem slightly out of place.

gorfnab
2009-10-13, 03:18 AM
I am well aware that Crysknives are Fremen. My reference to the Crysknife was with respect to the Lady Jessica, who was gifted a (unfixed) Crysknife by the Shadout Mapes upon arrival on Arrakis (I just went back to my copy of Dune to confirm that I was not mistaken). I do not remember them fighting hand-to-hand anywhere, but then again I don't remember any of the Bene Gesserit actually fighting at any point. Out of curiosity, do you remember where it specifies hand-to-hand training? I don't remember that in any of the first 4 books (almost finished reading the 4th [God Emperor of Dune]).
Ah, I have only read Dune and the first 3 sequels (Dune Messiah, Children of Dune, God Emperor of Dune).
The fort saves seems to mesh better with their ability to endure harsh conditions and circumstances than reflex does. I'll admit I'm not entirely sure how to deal with that. My second paragraph was an attempt to balance the class (it seems strong to me) while holding to the concept where possible, so I realize that some of the suggestions may not have matched up well with the concept. Having a Weirding Way discipline would be interesting, but I'm not sure how the balance would work out.
I definitely like the idea and my goal is to give constructive criticism (hopefully that came across). I'll keep an eye on this thread and chime in if I have more ideas, because I'm definitely a fan of combining Dune with D&D.

In book 5 and 6 they fight mostly hand-to-hand against the Honored Matres. Also Miles Teg and the Duncan Ghola from books 5 and 6 are trained in the Bene Gesserit hand-to-hand combat techniques and Prana Bindu training. In the House Atredies book (or it might be House Harkonen book) the Bene Gesserit in one scene basically Hide In Plain Sight on table tops in the middle of a great dining hall.

I will be adding in some changes now.

blueblade
2009-10-13, 04:03 AM
I think the class looks great. Actually, my one complaint would be its over reliance on the Voice. While it was an important component of their training, it seems like the other training they had should be important:

- Shared Ancestry (could be used for scry, knowledge bonuses, etc)?
- Poison resistance, and knowledge of poisons
- 'Detect' type powers might translate well for their awareness of truth?

Also, to support the martial skills, there definitely was a focus on very impressive HtH and bodily control right from the start. Jessica execute a perfect kick in the first book that merited a full paragraph of description. Her and Pauls training also turned the Fremen from a deadly force into one that laughed at Sardaukar. And in the 5th and 6th books, although they were losing to the honoured matres, they put up a good fight.

gorfnab
2009-10-13, 04:13 AM
I think the class looks great. Actually, my one complaint would be its over reliance on the Voice. While it was an important component of their training, it seems like the other training they had should be important:

- Shared Ancestry (could be used for scry, knowledge bonuses, etc)?
- Poison resistance, and knowledge of poisons
- 'Detect' type powers might translate well for their awareness of truth?

Also, to support the martial skills, there definitely was a focus on very impressive HtH and bodily control right from the start. Jessica execute a perfect kick in the first book that merited a full paragraph of description. Her and Pauls training also turned the Fremen from a deadly force into one that laughed at Sardaukar. And in the 5th and 6th books, although they were losing to the honoured matres, they put up a good fight.

Reverend Mothers had access to the Shared Ancestory/Other Memories. Bene Gesserit sisters had to go through the Agony to gain access to the Other Memories and become Reverend Mothers. I'm working out a Reverend Mother prestige class that will grant abilities based on that.

ex cathedra
2009-10-13, 04:49 AM
I'm very fond of Dune, and I like what you're doing, but at the moment this is a fairly weak class (I'd estimate a T4, 3.5) overall. Additionally, it could use much more differentiation from the core monk.

Perfect Self, in my opinion, is neither mechanically relevant at the level at which it is gained (Your capstone is commonly ignored by level 3 adventures, at the moment. Please consider this.) nor is it especially relevant to the fluff.

The Weirding Way, yum. However, it seems fairly weak as a whole and there are too many instances of maneuvers that are either uncomfortably similar to pre-existing maneuvers or simply much less powerful than other abilities available at the level.

The Voice is based on cha, meaning that this class carries severe MAD, as it needs 3-5 ability scores to be decent. In addition to this, The Voice carries enough descriptors to make it absurdly easily resisted.

Keep up the work, though. I approve.

Comet
2009-10-13, 04:50 AM
Looks cool, and nearly everything I was going to say has already been said. So nice.

One point, however. Why female only? It's been a while since I read the first three books, but I think I remember there being several male nobles with Bene Gesserit training. Jessica, in particular, trained at least Paul and later the heir of house Corrino.

So while it's logical that the Bene Gesserit themselves are strictly female, what about men that have been trained in the same disciplines?

hamishspence
2009-10-13, 04:51 AM
I think Bene Gessarit training can be done by men- up to a point- not just Muad-Dib-

Farad'n, in Children of Dune, and Miles Teg, in Heretics of Dune, both have training.

It's the high-end stuff, that they can't do.

(plus their may be rules against training them, so they only get trained by those willing to break the rules)

Dragon Magazine had stats for spice, Navigators, and sandworms in 3.5 (a purple worm without a stinger, advanced)

Violet Octopus
2009-10-13, 05:33 AM
I can't remember - I know Paul was trained in the Weirding Way but was he trained in the Voice? If not then the easiest way to reflect male training in Bene Gesserit methods is to open up the Weirding Way discipline to other initiators (not automatically).

Considering their bodily control extends beyond poison (certainly to disease, I think to metabolism), they deserve a good fort save. Evasion with a weak reflex save is strange. Uncanny Dodge fits though.

What roumani said about detect truth capabilities: Perhaps an (Ex) ability to read body language to a degree finer than normal people? Either a huge bonus to Sense Motive or a constant detect lies effect.

Mulletmanalive
2009-10-13, 05:51 AM
Vigourous Metabolism is far too powerful: Remember that if your using the Warblade's already silly recovery ability, this power can be used about 4-7 times in a combat, depending on duration.

I was going to comment that Martial Maneouvres seemed too aggressive for the Bene in the books as they prefered diseases and poison to confrontation [as they're immune to those] but from my initial read through, it looks like you've pulled it off rather welll, mostly by sticking to stances and boosts.

Given the thoughtful and fluid style of the Bene, i'd actually feel that the Meditative recovery of the Swordsage fits them better: they rarely repeat themselves and NEVER flourish after all.

hamishspence
2009-10-13, 06:24 AM
Paul was trained in the Voice.

It did involve "ignoring the regular order of training" though.

The question is, can "ordinary" males do it, if they have access to someone willing to train them?

The idea of a "Dune Roleplaying Game" with Campaign Settings for each major era is an interesting one- possible list- assuming prequels are allowed:

Butlerian Jihad Era- from The Time of Titans to The Battle of Corrin.

Prelude Era- From the beginning of House Atreides to just before Dune.

Dune Era- Events in Dune.

Jihad Era- The Jihad-period events in Paul of Dune and Winds of Dune, Dune Messiah. Possibly Children of Dune.

God-Emperor era- Not sure if there was enough excitement in this period to justify its own campaign setting. May possibly extend into the early Scattering.

Heretics era- Heretics of Dune to Sandworms of Dune.