OldTrees
2009-11-06, 02:45 AM
This class is in serious need of help balancing it (I have no clue how powerful it is)
The Hypothetical
Hypotheticals are individuals that can connect to the mental plane. This connection combined with their abnormally strong will power allows them to mold the mental plane, reject reality, substitute their own and even impose their reality on others. To strengthen their will they rely on certain herbs (post 3) whose long term affect is to strengthen the connection of the user to the mental plane.
Mental Plane acts like a semi stable Limbo (changes less erratically naturally, but use the mind over matter rules as stated in post 2)
Game Rule Information
Hypotheticals have the following game statistics.
Abilities: Wisdom is vital for a hypothetical because it is the key ability for autohypnosis, second would be Constitution for health or Intelligence for skills.
Alignment: any (Hypotheticals require disciplined but creative minds so extremely Lawful or Chaotic hypotheticals are uncommon)
Hit Die: D8
Starting money: 4d4x10gp
Class Skills
The hypothetical's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Disable Device (Int), Diplomacy (Cha), Knowledge (the planes), Listen (Wis), Open Locks (Int), Profession (Wis), Search (Int), Sense Motive (Wis) and Spot (Wis).
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Level: 6 + Int modifier
The Hypothetical
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Hyperfocusing, Trapfinding
2nd|
+1|
+0|
+0|
+3|Conduit, Herbalist, Platonic Investigator
3rd|
+2|
+1|
+1|
+3|
4th|
+3|
+1|
+1|
+4|Larger Conduit
5th|
+3|
+1|
+1|
+4|
6th|
+4|
+2|
+2|
+5|
7th|
+5|
+2|
+2|
+5|
8th|
+6|
+2|
+2|
+6|Dual Nature
9th|
+6|
+3|
+3|
+6|
10th|
+7|
+3|
+3|
+7|
11th|
+8|
+3|
+3|
+7|
12th|
+9|
+4|
+4|
+8|
13th|
+9|
+4|
+4|
+8|
14th|
+10|
+4|
+4|
+9|Mental Projection
15th|
+11|
+5|
+5|
+9|
16th|
+12|
+5|
+5|
+10|
17th|
+12|
+5|
+5|
+10|
18th|
+13|
+6|
+6|
+11|
19th|
+14|
+6|
+6|
+11|
20th|
+15|
+6|
+6|
+12|Mental Nature [/table]
All Fractions are summed and then rounded down.
Weapon and Armor Proficiencies (Ex.)
A Hypothetical is proficient with all Simple and 1 Martial Weapon, Light Shields, Light and Medium Armor
Trapfinding (Ex.)
At 1st level, a Hypothetical gains the ability to use the Search skill to locate traps with a DC higher than 20, and can use Disable Device to bypass a trap or disarm magical traps. See the rogue class feature (PH 50).
Hyperfocusing (Ex.)
At 1st level, a Hypothetical gains the feat Skill Focus (Autohypnosis). At 2nd level a Hypothetical gains an additional ½ their class level + ½ their HD as a competence bonus to Autohypnosis when using the Conduit ability or when attempting to mold the mental plane.
Conduit (Ex.)
At 2nd level, a Hypothetical gains the ability to enable or enforce the interaction between a physical entity and the mental plane. While a Hypothetical is partially or fully on the mental plane, they can guide others to the juxtaposition of the planes. As a Move Action that does not provoke an attack of opportunity, a Hypothetical can make a part of the mental plane in synch with a target. First the Hypothetical makes a Autohypnosis Check (see below for Conduit Autohypnosis DCs). If the Hypothetical succeeded on the Autohypnosis check, then the target must make a Will Save (DC 10 + ¼Class Level + ¼HD + charisma modifier) if the target fails its save (intentionally or unintentionally), then the part of the mental plane is in synch with the target. The conduit ability can be disrupted just like spell casting can on a failed concentration check.
Parts of the Mental Plane come in three flavors: space (see mental bridge example below), effects (fireball), and subjects(creatures on the mental plane).
“In synch” means that the target treats that location in space or effect or creature on the mental plane to be on the material plane (e.g. A bridge on the mental plane spanning a chasm on the material plane).
Conduit Autohypnosis DCs
Spells (21+ 4 x Spell Level)
Space [1 5ft. cube] (24 + 1/HD of target + 3/additional 5ft cube)
Subjects (1 creature) (18+2CR)
Herbalist (Ex.)
At 2nd level, a Hypothetical starts to rely more on the connection strengthening herbs. A Hypothetical is assumed to always be under the effects of one and only one herb. (see post 3)
Platonic Investigator (Ex.)
At 2nd level, a Hypothetical can temporarily interact with both the physical and mental planes. As a full round action that provokes attacks of opportunity, a Hypothetical can partially exist on both planes for 1 round per class level + 1 round per 3 HD. A Hypothetical can use this ability 1 + charisma modifier times per day + 1 additional time per day per 4 HD.
Conceptual Body (Ex.)
At 3rd level, a Hypothetical begins to become less substantial as they transform into a mental object also known as an idea. At 3rd level a Hypothetical gains a 10% insubstantial miss chance. At 5th level and every odd level thereafter the miss chance increases by 10% to a maximum of 90% at 19th level.
Larger Conduit (Ex.)
At 4th level, a Hypothetical can use their Conduit ability to simultaneously synch up multiple people at the same time. As part of the same move action a Hypothetical can synch up more than one target. Each target beyond half the Hypothetical’s class level adds one to the Autohypnosis DC and subtracts one from the Will Save DC.
Dual Nature (Ex.)
At 8th level, a Hypothetical is partially on the material plane and partially on the mental plane. As such, they can interact with both planes naturally. This improves upon and replaces Platonic Investigator.
Mental Projection (Ex.)
At 14th level, a Hypothetical can create and temporarily inhabit a corporeal body on the mental plane. They leave behind their physical body when they do this. If their physical body is dead when the duration of Mental Projection ends (by running out of duration or by dismissal) then they die. As a full round action that provokes attacks of opportunity, a Hypothetical can partially exist on both planes for 1 minute per class level + 1 minute per 3 HD. A Hypothetical can use this ability 1 + charisma modifier times per day + 1 additional time per day per 4 HD.
Mental Nature (Ex.)
At 20th level, a Hypothetical now exists purely on the mental plane. This improves upon and replaces Mental Projection. The Hypothetical no longer has a physical body. They can still interact with the material plane through their Conduit ability.
The Hypothetical
Hypotheticals are individuals that can connect to the mental plane. This connection combined with their abnormally strong will power allows them to mold the mental plane, reject reality, substitute their own and even impose their reality on others. To strengthen their will they rely on certain herbs (post 3) whose long term affect is to strengthen the connection of the user to the mental plane.
Mental Plane acts like a semi stable Limbo (changes less erratically naturally, but use the mind over matter rules as stated in post 2)
Game Rule Information
Hypotheticals have the following game statistics.
Abilities: Wisdom is vital for a hypothetical because it is the key ability for autohypnosis, second would be Constitution for health or Intelligence for skills.
Alignment: any (Hypotheticals require disciplined but creative minds so extremely Lawful or Chaotic hypotheticals are uncommon)
Hit Die: D8
Starting money: 4d4x10gp
Class Skills
The hypothetical's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Disable Device (Int), Diplomacy (Cha), Knowledge (the planes), Listen (Wis), Open Locks (Int), Profession (Wis), Search (Int), Sense Motive (Wis) and Spot (Wis).
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Level: 6 + Int modifier
The Hypothetical
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Hyperfocusing, Trapfinding
2nd|
+1|
+0|
+0|
+3|Conduit, Herbalist, Platonic Investigator
3rd|
+2|
+1|
+1|
+3|
4th|
+3|
+1|
+1|
+4|Larger Conduit
5th|
+3|
+1|
+1|
+4|
6th|
+4|
+2|
+2|
+5|
7th|
+5|
+2|
+2|
+5|
8th|
+6|
+2|
+2|
+6|Dual Nature
9th|
+6|
+3|
+3|
+6|
10th|
+7|
+3|
+3|
+7|
11th|
+8|
+3|
+3|
+7|
12th|
+9|
+4|
+4|
+8|
13th|
+9|
+4|
+4|
+8|
14th|
+10|
+4|
+4|
+9|Mental Projection
15th|
+11|
+5|
+5|
+9|
16th|
+12|
+5|
+5|
+10|
17th|
+12|
+5|
+5|
+10|
18th|
+13|
+6|
+6|
+11|
19th|
+14|
+6|
+6|
+11|
20th|
+15|
+6|
+6|
+12|Mental Nature [/table]
All Fractions are summed and then rounded down.
Weapon and Armor Proficiencies (Ex.)
A Hypothetical is proficient with all Simple and 1 Martial Weapon, Light Shields, Light and Medium Armor
Trapfinding (Ex.)
At 1st level, a Hypothetical gains the ability to use the Search skill to locate traps with a DC higher than 20, and can use Disable Device to bypass a trap or disarm magical traps. See the rogue class feature (PH 50).
Hyperfocusing (Ex.)
At 1st level, a Hypothetical gains the feat Skill Focus (Autohypnosis). At 2nd level a Hypothetical gains an additional ½ their class level + ½ their HD as a competence bonus to Autohypnosis when using the Conduit ability or when attempting to mold the mental plane.
Conduit (Ex.)
At 2nd level, a Hypothetical gains the ability to enable or enforce the interaction between a physical entity and the mental plane. While a Hypothetical is partially or fully on the mental plane, they can guide others to the juxtaposition of the planes. As a Move Action that does not provoke an attack of opportunity, a Hypothetical can make a part of the mental plane in synch with a target. First the Hypothetical makes a Autohypnosis Check (see below for Conduit Autohypnosis DCs). If the Hypothetical succeeded on the Autohypnosis check, then the target must make a Will Save (DC 10 + ¼Class Level + ¼HD + charisma modifier) if the target fails its save (intentionally or unintentionally), then the part of the mental plane is in synch with the target. The conduit ability can be disrupted just like spell casting can on a failed concentration check.
Parts of the Mental Plane come in three flavors: space (see mental bridge example below), effects (fireball), and subjects(creatures on the mental plane).
“In synch” means that the target treats that location in space or effect or creature on the mental plane to be on the material plane (e.g. A bridge on the mental plane spanning a chasm on the material plane).
Conduit Autohypnosis DCs
Spells (21+ 4 x Spell Level)
Space [1 5ft. cube] (24 + 1/HD of target + 3/additional 5ft cube)
Subjects (1 creature) (18+2CR)
Herbalist (Ex.)
At 2nd level, a Hypothetical starts to rely more on the connection strengthening herbs. A Hypothetical is assumed to always be under the effects of one and only one herb. (see post 3)
Platonic Investigator (Ex.)
At 2nd level, a Hypothetical can temporarily interact with both the physical and mental planes. As a full round action that provokes attacks of opportunity, a Hypothetical can partially exist on both planes for 1 round per class level + 1 round per 3 HD. A Hypothetical can use this ability 1 + charisma modifier times per day + 1 additional time per day per 4 HD.
Conceptual Body (Ex.)
At 3rd level, a Hypothetical begins to become less substantial as they transform into a mental object also known as an idea. At 3rd level a Hypothetical gains a 10% insubstantial miss chance. At 5th level and every odd level thereafter the miss chance increases by 10% to a maximum of 90% at 19th level.
Larger Conduit (Ex.)
At 4th level, a Hypothetical can use their Conduit ability to simultaneously synch up multiple people at the same time. As part of the same move action a Hypothetical can synch up more than one target. Each target beyond half the Hypothetical’s class level adds one to the Autohypnosis DC and subtracts one from the Will Save DC.
Dual Nature (Ex.)
At 8th level, a Hypothetical is partially on the material plane and partially on the mental plane. As such, they can interact with both planes naturally. This improves upon and replaces Platonic Investigator.
Mental Projection (Ex.)
At 14th level, a Hypothetical can create and temporarily inhabit a corporeal body on the mental plane. They leave behind their physical body when they do this. If their physical body is dead when the duration of Mental Projection ends (by running out of duration or by dismissal) then they die. As a full round action that provokes attacks of opportunity, a Hypothetical can partially exist on both planes for 1 minute per class level + 1 minute per 3 HD. A Hypothetical can use this ability 1 + charisma modifier times per day + 1 additional time per day per 4 HD.
Mental Nature (Ex.)
At 20th level, a Hypothetical now exists purely on the mental plane. This improves upon and replaces Mental Projection. The Hypothetical no longer has a physical body. They can still interact with the material plane through their Conduit ability.