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DaTedinator
2010-01-11, 01:12 AM
MENTAL GRIP

Stories detailing the creation of the style of the mental grip are frequently historically impossible, and always at odds with each other on a number of key points, but in a few areas there tends to be agreement.

First, the style's creation has virtually nothing to do with Reshar, instead owing itself to a pair of mysterious figures known as the Dark Father and the Son. The Dark Father was a mighty psionic being of indeterminate race, whose face was never seen, always veiled behind a shadowy cloak, or black adamantine helm. But even given his great might, there was one greater still whom he served. Even less is known about this figure than the Dark Father himself, but historical artists frequently display him as an Emperor among mind flayers. The Dark Father resented his servitude to this Emperor, but found his power alone was not enough to break the bonds of his servitude. He pushed himself to his limit, and developed the rudiments of the Mental Grip, but could not fully exploit it; either he wasn't powerful enough, or the Emperor watched him too closely, or he was simply lazy, to drunk with his current power to try too hard to gain more.

Second, the Dark Father eventually found a student. In some versions he is the darker Son of the Dark Father, in others he was a master assassin the Dark Father sought out after an untarnished record of assassinating legendary psionic figures, rivaling even the Annulus in number of psionic beings killed. Regardless of his actual familial status, he is known as the Son. The Dark Father taught him all of his exotic techniques, including the bits of the Mental Grip he had initiated. The Son took these rudimentary fragments of a style and honed them to a razor edge; his killing power rose tenfold, and his power grew to eclipse even that of his Father. He wrote many treatises on the style, and it is from these that practitioners of the other styles eventually pieced the Mental Grip style back together.

Third, it was this mastery of the Mental Grip that eventually led to his downfall. Whether it was the Dark Father's jealousy, or the fact that his power grew too large to hide, eventually the Dark Father's plans were reversed; rather than allying himself with the Son against the Emperor, he was forced to ally with the Emperor against the Son. Though the Son's power was indeed great, he could not stand long against the combined might of the Dark Father and the Emperor.

What became of the Father and the Emperor is unknown - though there are a handful of cults that claim to have the truth - and largely irrelevant. The fact remains that the Mental Grip is a potent, if unorthodox style, and is growing in popularity among psionic followers of the Sublime Way. It focuses mostly on the use of small weapons, and those easy to manipulate with one's mind: the dagger, the light hammer, the sai, the handaxe, and the scimitar. It also favors the unarmed strike, as physical discipline is important to fully grasp mental discipline. Its key skill is Autohypnosis, as the style focuses on driving your mind to master itself, its body, and even the outside world.

The way of the Mental Grip is not available to all; a practitioner must be considered a psionic creature, whether due to power point reserve, or inherent psionic abilities. Of the psionic followers of the Sublime Way, only Swordsages find themselves with the ability to grasp the supernatural strongly enough to truly understand the way of the Mental Grip, as the way of the Mental Grip is made up entirely of supernatural techniques that are alien to those used to typical martial disciplines.

However, the cost of studying such a foreign style is indeed great; the potential practitioner must either devote such a large amount of training to the style that most must exclude another style from their learning entirely. Upon gaining their first level of swordsage, a psionic character may choose to lose all access to one discipline typically known to swordsages in order to gain access to Mental Grip. Additionally, Autohypnosis becomes a class skill for the swordsage, and that discipline's associated skill is no longer a class skill. Alternatively, a potential practitioner may gain the Sublime Psychic feat detailed below to gain access to the discipline.

The Crunch:Key Skill: Autohypnosis

Associated Weapons: Unarmed Strike, Dagger, Light Hammer, Sai, Handaxe, Scimitar.

All maneuvers of Mental Grip are considered to be supernatural abilities.

Some maneuvers let you make melee attacks at a range; if you're using a weapon, you're assumed to be telekinetically wielding the weapon, and if you're unarmed, you're assumed to be pummeling your opponents with telekinetic energy.

Some maneuvers refer to psionic focus, whether maintaining it or expending it. Details of psionic focus can be found here (http://www.d20srd.org/srd/psionic/skills/concentration.htm#gainPsionicFocus).

Also, since there's nowhere else to put it, saves for Mental Grip are based on Charisma.


MENTAL GRIP MANEUVERS


1ST LEVEL

• Brain Rush: Strike- Make a Bull Rush at range.
• Empty Hand: Stance- Be treated as in an adjacent square for attacking purposes.
• Far Fist: Strike- Make an unarmed attack as a ranged attack.
• Psychogenic Shield: As wall of force, but only one square.
• Thought Shield: Boost- Gain Deflection bonus to AC based on Autohypnosis ranks.

2ND LEVEL

• Great Tap: Strike- Make attack as touch attack.
• Inertia Vacuum: Counter- Gain DR/- against one attack, free movement based on damage prevented.
• Lift Self: Boost- Assist your jumps with telekinesis.
• Mental Shove: Boost- You or an ally takes a move action.

3RD LEVEL

• Forceful Yank: Strike- Pull an opponent into your weapon.
• Mental Might: Stance- Deal bonus damage based on Autohypnosis ranks, take a penalty to attacks.
• Rage of the Poltergeist: Strike- As telekinetic thrust.
• Strength of Will: Boost- Make a Strength check using pooled mental stat bonuses.

4TH LEVEL

• Featherweight: Stance- Reduce your weight so you can glide.
• Hurl Weapon: Strike- Make full attack at range.
• Mighty Tap: Strike- Make attack as touch attack, shove target back.
• Psychogenic Barrier: As wall of force, but smaller.
• Weapon of My Enemy: Counter- Attempt to disarm opponent, can't attempt to disarm you back.

5TH LEVEL

• Forceful Blast: Strike- Deal 9d6 damage at range, possible knockdown effect.
• Hurl Self: Boost- Speed is increased by 5 feet per rank in Autohypnosis for one round.
• Psychic Pin: Strike- Telekinetically grapple your opponent.
• Instant Halt: Counter- As Hold Person until your next action.

6TH LEVEL

• Brainstorm: Strike- Deal 10d6 against every opponent within 30 feet.
• Telekinetic Sweep: Strike- Make a single attack that effects three adjacent squares.
• Telekinetic Warrior: Stance- Gain Telekinetic Maneuver at will.

7TH LEVEL

• Crush: Strike- Telekinetically constrict your opponent.
• Power Tap: Strike- Make attack as touch attack, deal +4d6 damage, hurl target back.
• Psychogenic Wall: As wall of force.

8TH LEVEL

• Animated Armory: Stance- Weapons and shields fight on their own.
• Fastball Special: Strike- Throw ally at opponent, ally makes charge attack with bonus damage.
• Mental Rush: Stance- Damage and throw back all nearby opponents.

9TH LEVEL

• Telekinetic Surge: Strike- Deal damage, throw back, and knock prone everything within a cone.


Maneuver Descriptions

1ST LEVELBrain Rush
Mental Grip (Strike)
Level: Swordsage 1
Initiation Action: 1 standard action
Range: 30 feet
Target: One creature
Duration: Instantaneous

You slam your opponent with a rush a telekinetic energy, shoving them aside.

You make a bull rush attempt against a target within range, moving them in any direction you choose. You use your Charisma modifier instead of your Strength modifier for all purposes, and do not provoke any attacks of opportunity.

If you expend your psionic focus as a part of initiating this maneuver and move your target at least 5 feet, the target is knocked prone.

Empty Hand
Mental Grip (Stance)
Level: Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You hold your weapon with telekinetic force, allowing you to strike from otherwise impossible angles.

Choose one square that is adjacent to you. You treat this square as if you occupied it for the purpose of determining your reach and threatened area, replacing your normal reach and threat area. (If you are Large or bigger, you effectively shift your reach and threatened area by 5'.) Your actual space (or spaces if Large or bigger) is treated as having total cover relative to your new, effective position. You may change your effective square as a swift action. If you have an initiator level of at least 10, you may change your effective square as an immediate action.

If you are psionically focused, the square may be any square within either your natural reach or 10 feet, whichever is larger; if you lose your psionic focus while you're fighting from a non-adjacent square, this stance immediately ends. You may change the square as a free action performable even not on your turn by expending your psionic focus, but note that unless you move it to an adjacent square, the stance will end immediately.

Psychogenic Shield
Mental Grip [Force]
Level: Swordsage 1
Prerequisite: One Mental Grip maneuver
Initiation Action: 1 Standard action
Effect: Wall whose area is one 5-ft. square.
Duration: Concentration + 1 round

You knit together a small pane of telekinetic energy.

As wall of force (http://www.d20srd.org/srd/spells/wallofforce.htm), except as noted above; you treat your initiator level as your Caster level.

If you expend your psionic focus as a part of initiating this maneuver, the duration is increased to Concentration + 1 round/level.

Far Fist
Mental Grip (Strike)
Level: Swordsage 1
Initiation Action: 1 standard action
Range: 30 feet
Target: One creature
Duration: Instantaneous

You channel your ki, projecting a forceful blast at your opponent.

You make a single attack with a Mental Grip weapon as a ranged attack against any opponent within 30 feet. You add your Charisma bonus to damage in addition to your Strength bonus.

If you expend your psionic focus as a part of initiating this maneuver, you may add your Charisma bonus to hit in addition to your Dexterity modifier.

Thought Shield
Mental Grip (Boost)
Level: Swordsage 1
Initiation Action: 1 standard action
Range: Personal
Target: You
Duration: Until your next turn

You telekinetically wrench your opponents’ attacks so as to miss you.

You gain a Deflection bonus to AC equal to half your ranks in Autohypnosis against melee attacks.

If you expend your psionic focus as a part of initiating this maneuver, the Deflection bonus equals your ranks in Autohypnosis.

2ND LEVELGreat Tap
Mental Grip (Strike)
Level: Swordsage 2
Prerequisite: One Mental Grip maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous

As you tap your opponent with your weapon, you suddenly jerk your weapon forward with a telekinetic burst, catching them off-guard and penetrating their defenses.

As a part of this maneuver, you make a single melee attack as a melee touch attack.

If you expend your psionic focus as a part of initiating this maneuver, you double your reach for this attack.

Inertia Vacuum
Mental Grip (Counter)
Level: Swordsage 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

Just as your opponent's attack reaches you, you take its inertia and apply it to yourself.

You gain DR/- equal to your ranks in Autohypnosis against a single melee attack. For every point of damage this maneuver prevents, you may immediately move five feet; movement caused by this maneuver provokes attacks of opportunity as normal.

If you expend your psionic focus as a part of initiating this maneuver, you may move double the normal distance, and movement caused by this maneuver does not provoke attacks of opportunity.

Lift Self
Mental Grip (Boost)
Level: Swordsage 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round

You mentally assist yourself in a great leap, practically hurling yourself into the air.

You gain a number of Jump-related bonuses:
You gain a bonus on Jump checks equal to your ranks in Autohypnosis;
You are treated as having a running start for all Jump checks;
You double the result of all Jump checks.

If you expend your psionic focus as a part of initiating this maneuver, the DC for a high jump is equal to the distance you're attempting to jump, rather than quadruple that.

Mental Shove
Mental Grip (Boost)
Level: Swordsage 2
Initiation Action: 1 immediate action
Range: 30 feet
Target: Yourself or one ally; see text
Duration: Instantaneous

You telekinetically shove yourself or an ally, allowing a tactical readjustment.

You or an ally within 30' may immediately take a move action (but not a move-equivalent action).

If you expend your psionic focus as a part of initiating this maneuver, you may affect either yourself and an ally, or two allies.

3RD LEVELForceful Yank
Mental Grip (Strike)
Level: Swordsage 3
Initiation Action: 1 standard action
Range: 30 feet
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex Negates

You wrap a telekinetic fist around your opponent, and pull them onto your waiting blade.

If your target fails a Reflex save (DC 13 + your Charisma modifier) they are moved in a straight line to the closest square adjacent to you, provoking no attacks of opportunity. If there are any intervening objects or creatures, your target and whatever it collides with take 2d6 damage; a creature may attempt a Reflex save (DC 13 + your Charisma modifier) to negate both the damage to himself and your target.

Upon their arrival into an adjacent square you deal damage as though you'd hit them with a melee attack. This damage is dealt before any other traits of their current environment affect them - for example, if you drag them over an open pit, you attack them before they fall.

If you expend your psionic focus as a part of initiating this maneuver, you may attempt a ranged touch attack against your opponent first thing. If you succeed, the target automatically fails their Reflex save.

Mental Might
Mental Grip (Stance)
Level: Swordsage 3
Initiation Action: 1 Swift action
Range: Personal
Target: You
Duration: Stance

With your mental power aiding your physical strength, you become capable of mighty, if inaccurate, blows.

While in this stance, with every attack you make you deal bonus damage based on your ranks in Autohypnosis, as displayed below:

{table="head"]
Ranks:|
Bonus Damage:
0-6|
+1d6
7-12|
+1d8
13-18|
+2d6
19+|
+2d8[/table]

However, this extra force comes at the cost of accuracy. You take a -2 penalty for every attack you make in a round.

If you are psionically focused, you take no penalty to attacks.

Rage of the Poltergeist
Mental Grip (Strike)
Level: Swordsage 3
Prerequisite: One Mental Grip maneuver
Initiation Action: 1 Standard action

With a sudden rush of mental force, you hurl objects at your opponents – or you just hurl your opponents.

As telekinetic thrust (http://www.d20srd.org/srd/psionic/powers/telekineticThrust.htm) (save DC 13 + your Charisma modifier); you treat your base attack bonus as your Manifester level, and add your Charisma modifier to checks instead of your Intelligence modifier.

If you expend your psionic focus as a part of initiating this maneuver, you are treated as if you spent a number of power points on the power equal to your initiator level.

Strength of Will
Mental Grip (Boost)
Level: Swordsage 3
Initiation Action: 1 swift action; see text
Range: Personal
Target: You
Duration: Until the beginning of your next turn; see text

You focus your mental abilities, telekinetically performing feats that even the strongest man would struggle to complete.

Whenever making any d20 roll modified by your Strength modifier, you gain a bonus to that check equal to your Charisma bonus (minimum +2).

If you expend your psionic focus, you may use this power as an immediate action, and the duration changes to "Until the end of your next turn."

4TH LEVELFeatherweight
Mental Grip (Stance)
Level: Swordsage 4
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You wrap yourself in telekinetic energy, reducing your weight to virtually nothing, or even less.

You gain a glide speed equal to twice your land speed, allowing you to more forward 20 feet for every 5 feet you fall, and making you immune to falling damage.

If you are psionically focused, you may levitate yourself at will, as the spell levitate (http://www.d20srd.org/srd/spells/levitate.htm), except you take no penalty to attack rolls regardless of elevation.

Hurl Weapon
Mental Grip (Strike)
Level: Swordsage 4
Initiation Action: 1 full-round action
Range: 60 feet
Target: One creature
Duration: Instantaneous

Untethered from your hands, you telekinetically hurl your weapon against a number of opponents.

Make a full attack action, except that you may attack anyone to whom you have line of effect that's within 60 feet, and may add your Charisma modifier to attack and damage instead of your normal ability modifiers (typically Strength). You may attack anyone within 60 feet to whom you have line of effect, ignoring the normal penalties for being unable to see your opponent. You still must be able to pinpoint their square.

If you expend your psionic focus as a part of initiating this maneuver, you may initiate it as a standard action.

Mighty Tap
Mental Grip (Strike)
Level: Swordsage 4
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex Partial

As you tap your opponent with your weapon, you suddenly jerk it forward with a telekinetic burst, penetrating their defenses and shoving them back.

As a part of this maneuver, you make a single melee attack as a melee touch attack. In addition, your target must make a Reflex save (save DC 14 + your Charisma modifier) or be pushed back (away from you) a number of feet equal to your damage roll and knocked prone.

If you expend your psionic focus as a part of initiating this maneuver and successfully hit, you deal bonus damage equal to your initiator level.

Psychogenic Barrier
Mental Grip [Force]
Level: Swordsage 4
Initiation Action: 1 Standard action
Effect: Wall whose area is up to two 10-ft. squares.
Duration: Concentration + 1 round

You knit together a large barrier of telekinetic energy.

As wall of force (http://www.d20srd.org/srd/spells/wallofforce.htm), except as noted above; you treat your initiator level as your Caster level.

If you expend your psionic focus as a part of initiating this maneuver, the duration is increased to Concentration + 1 round/level.

Weapon of My Enemy
Mental Grip (Counter)
Level: Swordsage 4
Initiation Action: 1 immediate action
Range: Melee attack; see text
Target: One creature
Duration: Instantaneous

As your opponent's weapon nears your body, you telekinetically rip it out of their hands.

Make a disarm attempt against your opponent, with the following exceptions: you do not provoke an attack of opportunity, you are considered to be wielding a weapon of the same size as your opponent, you may use your Charisma modifier instead of your Strength modifier, and your opponent may not attempt to disarm you in return even if you fail.

If you expend your psionic focus as a part of initiating this maneuver, the range changes to 30 feet.

5TH LEVELForceful Blast
Mental Grip (Strike)
Level: Swordsage 5
Initiation Action: 1 standard action
Range: 60 feet
Target: One creature
Duration: Instantaneous
Save: Reflex partial; see text

Gathering your ki, you hurl an invisible blast of telekinetic energy at your opponent, bowling him over.

Make a ranged touch attack against any opponent within 60 feet; if you hit, your target takes 9d6 points of magical bludgeoning damage, and must make a Reflex save (DC 15 + your Charisma modifier) or be knocked prone.

If you expend your psionic focus as a part of initiating this maneuver, this maneuver grants no save.

Hurl Self
Mental Grip (Boost)
Level: Swordsage 5
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One round

You aid your muscles with an extra telekinetic “Oomph,” allowing you to move at inhuman speeds.

Until the beginning of your next turn, you gain a bonus to your base land speed equal to five feet per rank in Autohypnosis. You may take a ten-foot step instead of a five-foot step whenever you would be allowed one during the duration of this maneuver, and following the same rules as a five-foot step (i.e., you wouldn’t provoke attacks of opportunity).

If you expend your psionic focus as a part of initiating this maneuver, you gain a fly speed equal to your modified land speed with a maneuverability of poor for the duration of this ability.

Instant Halt
Mental Grip (Counter)
Level: Swordsage 5
Initiation Action: 1 immediate action
Range: Special
Duration: Until you next take an action; see text

As your opponent nears you to strike you, you wrap him in a blanket of your will, holding him where he stands.

As Hold Monster (save DC 15 + your Charisma modifier), except as noted above and here. The range is any adjacent foe, or any foe targeting you with a melee attack.

If you expend your psionic focus as a part of initiating this maneuver, the duration is instead 1 round per initiator level.

Psychic Pin
Mental Grip (Strike)
Level: Swordsage 5
Prerequisite: One Mental Grip maneuver
Initiation Action: 1 standard action
Range: 30 feet
Target: One creature
Duration: Up to 1 round/level; see text

You mentally press down on your opponent, weighing them down until they can't even move.

As a part of this maneuver, you make a ranged touch attack against your target. If successful, make an opposed grapple check, adding your Charisma modifier instead of your Strength modifier. If you succeed, your opponent is considered grappled for the duration; you need not remain within 30 feet for this maneuver to remain in effect, though if you are further away you may not concentrate on this maneuver (see below). Every round on their turn the target may attempt another opposed grapple check to break the grapple and end the maneuver.

Any round that you concentrate on this maneuver as a standard action, you gain a +4 bonus on opposed grapple checks, and may attempt any action you normally could in a grapple (moving the target, dealing unarmed damage, pinning the target, etc.).

If you are psionically focused when you initiate or concentrate on this maneuver, you may use your initiator level instead of your base attack bonus for grapple checks.

6TH LEVELBrainstorm
Mental Grip (Strike)
Level: Swordsage 6
Prerequisite: One Mental Grip maneuver
Initiation Action: 1 full-round action
Range: 30 feet
Target: All opponents within range
Duration: Instantaneous

You gather all of your telekinetic energy into a massive storm of attacks.

As a full-round action, make a ranged touch attack against every opponent within range. If you hit you deal 10d6 magical bludgeoning damage.

If you expend your psionic focus as a part of initiating this maneuver, instead of making ranged touch attacks you may automatically deal the listed damage.

Telekinetic Sweep
Mental Grip (Strike)
Level: Swordsage 6
Prerequisite: Two Mental Grip maneuvers
Initiation Action: 1 standard action
Range: Melee attack; see text
Target: All adjacent creatures; see text
Duration: Instantaneous

Aiding your attack with telekinetic force, you perform a massive, sweeping blow.

Make a single attack that affects all adjacent creatures. Use a single attack (and if necessary, damage) roll for all targets. You may add your Charisma bonus to the attack and damage rolls instead of your Strength modifier.

If you expend your psionic focus as a part of initiating this maneuver, the range extends to all creatures within 10 feet.

Telekinetic Warrior
Mental Grip (Stance)
Level: Swordsage 6
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You focus your ki, allowing you to use it instead of your hands or weapons for a number of combat maneuvers.

You may use telekinetic maneuver (http://www.d20srd.org/srd/psionic/powers/telekineticManeuver.htm) at will, except that the range is 30 feet, you use your base attack bonus as your effective Manifester level, and you use your Charisma modifier instead of your Intelligence modifier.

If you are psionically focused, you may use your Autohypnosis ranks as your effective Manifester level, and you may use telekinetic maneuver to resist a bull rush, a disarm, a grapple (including a pin), or a trip, in addition to using it to initiate them.

7TH LEVELCrush
Mental Grip (Strike)
Level: Swordsage 7
Prerequisite: One Mental Grip maneuver
Initiation Action: 1 standard action
Range: 30 feet
Target: One creature
Duration: Up to 1 round/level; see text
Saving Throw: Fortitude Partial; see text

You wrap your opponent in bonds of pure mental energy, then squeeze.

As a part of this maneuver, you make a ranged touch attack against your target. If successful, make an opposed grapple check, adding your Charisma modifier instead of your Strength modifier. If you succeed, your opponent is considered pinned for the duration; you need not remain within 30 feet for this maneuver to remain in effect, though if you are further away you may not concentrate on this maneuver (see below). Every round on their turn the target may attempt another opposed grapple check to break the pin and end the maneuver.

Any round that you concentrate on this maneuver as a standard action, you gain a +4 bonus on the opposed grapple check, and if your opponent fails they take 10d6 constriction damage, with a Fortitude save (save DC 17 + your Charisma modifier) for half damage.

If you are psionically focused when you concentrate on this maneuver, you may use your initiator level instead of your base attack bonus for grapple checks, and your opponent may not save for half damage.

Power Tap
Mental Grip (Strike)
Level: Swordsage 7
Prerequisite: Two Mental Grip maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex Partial

As you tap your opponent with your weapon, you suddenly jerk it forward with a telekinetic burst, penetrating their defenses, causing more damage than otherwise possible, and hurling them back.

As a part of this maneuver, you make a single melee attack as a melee touch attack. If it hits, it deals +8d6 damage. In addition, your target must make a Reflex save (save DC 17 + your Charisma bonus) or be pushed back (away from you) a number of feet equal to twice your damage roll, knocked prone, and dazed for a single round.

If you expend your psionic focus as a part of initiating this maneuver and your opponent fails their saving throw, they are stunned instead of dazed.

Psychogenic Wall
Mental Grip [Force]
Level: Swordsage 7
Initiation Action: 1 Standard action
Duration: Concentration + 1 round

You knit together a massive wall of telekinetic energy.

As wall of force (http://www.d20srd.org/srd/spells/wallofforce.htm), except as noted above; you treat your initiator level as your Caster level.

If you expend your psionic focus as a part of initiating this maneuver, the duration is increased to Concentration + 1 round/level.

8TH LEVELAnimated Armory
Mental Grip (Stance)
Level: Swordsage 8
Prerequisite: Two Mental Grip maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Saving Throw: Reflex Partial; see text

You grab every weapon you can wrap your mind around, and make it fight for you.

You animate a number of weapons or shields within 30 feet equal to 1 + 1/4 your initiator level, rounded down. You can even animate attended weapons and shields, but their wielder can attempt a Reflex save (DC 18 + your Charisma modifier) to mainain their hold on the object.

An animated weapon fights on its own, using your base attack bonus, as a Dancing weapon, but with no time limitation (other than you remaining in the stance), and it fights from any square within 30 feet of you; you may choose to have it fight from your square, as a standard dancing weapon. An animated shield can be used to either perform as a weapon and make shield bashes, or as a shield and protect either yourself, or one person within range.

Animated objects move with you, keeping their position relative to you, or else moving to the closest approximation if there's a barrier. They may occupy the squares of enemies. You may change which objects are animated (or force an opponent to save again or lose their equipment) and/or change the location of every object to anywhere else within 30 feet as a move action. You may drop control of an object as a free action peformable even not on your turn.

If you are psionically focused, any weapon fighting from your square adds your Charisma bonus to damage rolls.

Fastball Special
Mental Grip (Strike)
Level: Swordsage 8
Initiation Action: 1 standard action; see text
Range: 60 feet
Target: One creature
Duration: Instantaneous

You reach out and mentally grab an adjacent ally, hurling him at a nearby opponent, allowing him to let loose and cause a large amount of pain.

In order to perform this maneuver, you must have an adjacent ally who is willing to be used in this manner. You pick any one opponent within range, and hurl your ally at them. You must make a ranged touch attack on the target, using your Charisma modifier instead of your Dexterity modifier.

If you hit, your ally is considered to have made a charge attack on them, except that they provoke no attacks of opportunity for movement along the way, they fly the entire distance (with perfect maneuverability), they gain an additional +2 to hit, and they deal +4d6 damage on a successful hit. If you miss, they still make the charge attempt, but they provoke attacks of opportunity as normal, take a -2 penalty to the attack roll (negating the normal +2 bonus for charging), and deal no extra damage.

If you expend your psionic focus as a part of initiating this maneuver, your ally may make a full attack instead of just a single attack; they gain +2d6 bonus damage on each successful hit after the first (assuming you hit with your ranged touch attack).

Mental Rush
Mental Grip (Stance)
Level: Swordsage 8
Prerequisite: Two Mental Grip maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Saving Throw: Reflex Partial; see text

As your opponents close in around you, you concentrate for a moment, appearing defenseless, then just as they prepare to strike, you let loose unending waves of mental energy, hurling them all back.

Anyone who ever gets within 10 feet of you, whether because of their movement or yours, takes 2d6 damage, is knocked back 1d6x5 feet (so 1d6 squares; if they would be unable to move the full distance, they stop whenever they hit something and take 1d6 damage), and falls prone; A successful Reflex save (save DC 18 + Charisma modifer) negates the knockback and knockdown effects.

Any opponent who is prone is immune to the effects of this stance.

If you are psionically focused, all die rolls for this maneuver are maximized (so you deal 12 damage, and knock opponents 30 feet; they take 6 damage if they hit something).

9TH LEVELTelekinetic Surge
Mental Grip (Strike)
Level: Swordsage 9
Prerequisite: Three Mental Grip maneuvers
Initiation Action: Special (see text)
Range: Special (See text)
Target: Cone-shaped emanation
Duration: Instantaneous
Saving Throw: Reflex Partial

You channel vast amounts of telekinetic energy, letting it loose in a massive surge that rips everything it touches back.

This maneuver has slightly different effects and different ranges based on how long you spend gathering the energy to power it.

Immediate Action: You deal damage equal to your initiator level to everything within range and everyone within range is knocked back 10 feet and falls prone. They stop whenever they hit something; if the collision would cause them to move less distance than otherwise, they and whatever they hit take 1d6 damage. Range: 10 feet.

Swift Action: As immediate action. Range: 20 feet.

Standard Action: As swift action, except you deal damage equal to two times your initiator level and the knockback effect is 20 feet. Range: 30 feet.

Full-Round Action: As standard action, except you deal damage equal to three times your initiator level and the knockback effect is 30 feet. Range: 40 feet.

Every additional full-round action (Max of nine additional): As full-round action, except you deal one more multiple of your initiator level in damage (i.e., four times at two rounds, five times at three rounds, etc.), and the range is increased by ten feet per round.

In every case, a successful Reflex save (save DC 19 + you Charisma modifier) halves the damage and negates any knockback effect. All damage may either ignore or be applied to objects in the area, at the Initiator's option (it does not ignore hardness, or gain any special bonus to damaging items).

If you expend your psionic focus as a part of initiating this maneuver, you deal additional damage equal to your initiator level.


MENTAL GRIP FEATS


SUBLIME PSYCHIC [Psionic]
You've been trained in the exotic discipline of the Mental Grip.
Prerequisite: Swordsage 3rd or Warblade or Crusader 6th, Autohypnosis 3 ranks or Skill Focus (Autohypnosis).
Benefit: Choose one class that you have that grants access to martial maneuvers. You may now choose from Mental Grip maneuvers for that class, following the normal rules for selecting martial maneuvers; additionally, you may immediately exchange up to three of your known maneuvers for maneuvers from the Mental Grip discipline. Autohypnosis is now a class skill for all of your classes.

FOCUSED MIND [Psionic]
You've learned how to push your psionic talents to the limit.
Prerequisite: One Mental Grip strike, manifester level 1st
Benefit: Whenever a Mental Grip maneuver would benefit from you expending your psionic focus, you may instead expend a number of power points equal to the level of the maneuver to gain the same benefit. Whenever you enter a Mental Grip stance, you may spend a number of power points equal to twice the level of the stance to attempt to gain psionic focus as a part of the same action.

MENTAL TOUCH [Psionic, Tactical]
The practitioner of the way of the Mental Grip must understand that not only can he use his psionic abilities to aid his physical ones, he can use his psionic abilities to outright replace his physical ones.
Prerequisite: Psionic Meditation; three Mental Grip maneuvers, at least one of which must be a stance; BAB +6
Benefit: This feat enables the use of three new combat options.
• Mental Hand (Su): As long as you are psionically focused, you may use Mage Hand, as the spell, at will.
• Telekinetic Force (Su): As long as you are in a Mental Grip stance, you may add your Charisma modifier to damage instead of your Strength modifier when using any weapons associated with Mental Grip.
• Telekinetic Weapon (Su): As long as you are psionically focused and in a Mental Grip stance, you may add your Charisma modifier to attack instead of your Strength modifier when using any weapons associated with Mental Grip.


MENTAL GRIP ITEM

Mental Grip Glove
A Mental Grip Glove is a single black gauntlet made of leather, and reinforced with strips and studs of adamantine. The glove is long, reaching halfway up the wearer's forearm, and deceptively heavy, given the adamantine. The glove functions as a Crown of White Ravens, except that it features maneuvers from the Mental Grip discipline. It comes in Novice, Scholar, or Master varieties.
Weight: 2 lbs.
Price: 3,000 gp (novice), 15,000 gp (scholar), or 45,000 gp (master)
---

Edit history of sorts: - Added the Mental Grip Glove. Most of the text is shamelessly ripped from DragoonWraith's Chthonic Serpent Belt (http://www.giantitp.com/forums/showpost.php?p=7307540&postcount=3).
- Tweaked Psychogenic Shield/Barrier/Wall to not be strikes; fixed a small tpyo.
- Added Brain rush, Psychogenic Shield/Barrier/Wall, Lift Self (2nd level version), Forceful Yank, Featherweight, Psychic Pin, and Animated Armory.
- Beginning the readjustments! Serious changes to a lot of things, not going to list them all.
- Buffed Instant Halt, Lift Self; tweaked Sublime Psychic; Clarified/tweaked Fastball Special
- Bumped Lift Self down to 7th, added Psychic Cocoon.
- Clarified some maneuvers; nerfed Mental Might, Rage of the Poltergeist, Strength of Will, Telekinetic Warrior; Changed Brainstorm, Lift Self; Buffed Power Tap; Got rid of Being of Thought.

jokey665
2010-01-11, 01:30 AM
Of all the new disciplines that have been popping up recently, I think this one is my favourite.

ErrantX
2010-01-11, 10:51 AM
Definitely. I am jealous, I started playing Force Unleashed lately and I was like, I'm going to make a discipline with telekinetics involved and you beat me to it! And... did it well.

I will say this is definitely on the strong side. However, given what you were trying to accomplish here, I think that's about the only way you could do it. I'm going to have to digest this a little more. Expect more of my thoughts on this later!

-X

DracoDei
2010-01-11, 10:55 AM
I don't think "Fastball Special" is something that Marvel would jump on you about using as a term.

DaTedinator
2010-01-11, 11:56 AM
Woohoo! Thanks for the nice comments, I was nervous about this one. I am a little worried about the power, I could definitely see it needing to get toned down (though obviously I hope it doesn't). ErrantX, I do expect more of your thoughts later! I will hold you to that! :smallbiggrin:

And DracoDei, yeah, I definitely intended to do fastball. Must've just been thinking lottery? I don't really know. But yeah, thanks for pointing that out!

ErrantX
2010-01-11, 01:09 PM
MENTAL GRIP
*SNIP for the Fluff* I will not critique your fluff beyond saying it tells an interesting if vague story. -X

The Crunch:Key Skill: Autohypnosis

Associated Weapons: Unarmed Strike, Dagger, Light Hammer, Sai, Handaxe, Scimitar.

All maneuvers of Mental Grip are considered to be supernatural abilities.

Some maneuvers let you make melee attacks at a range; if you're using a weapon, you're assumed to be telekinetically wielding the weapon, and if you're unarmed, you're assumed to be pummeling your opponents with telekinetic energy.

Some maneuvers refer to psionic focus, whether maintaining it or expending it. Details of psionic focus can be found here (http://www.d20srd.org/srd/psionic/skills/concentration.htm#gainPsionicFocus).

Also, since there's nowhere else to put it, saves for Mental Grip are based on Charisma.

I am not up on the discipline weapons, but hey, they rarely come up. Otherwise, great explanation of the why’s and what’s here.

Maneuver Descriptions


1ST LEVELEmpty Hand
Mental Grip (Stance)
Level: Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You hold your weapon with telekinetic force, allowing you to strike from otherwise impossible angles.

Choose one square that is adjacent to you. You treat this square as if you occupied it for the purpose of determining your reach and threatened area, replacing your normal reach and threat area. (If you are Large or bigger, you effectively shift your reach and threatened area by 5'.) Your actual space (or spaces if Large or bigger) is treated as having total cover relative to your new, effective position. You may change this square as a move action, or as part of a move action.

If you are psionically focused, you may change your effective square as a swift action. If you are psionically focused and have an initiator level of at least 10, you may change your effective square as an immediate action.

Far Fist
Mental Grip (Strike)
Level: Swordsage 1
Initiation Action: 1 standard action
Range: 30 feet
Target: One creature
Duration: Instantaneous

You channel your ki, projecting a forceful blast at your opponent.

You make a single unarmed attack as a ranged attack against any opponent within 30 feet. You add your Charisma bonus to damage rather than your Strength bonus.

If you expend your psionic focus as a part of initiating this maneuver, add your Charisma bonus to damage in addition to your Strength bonus.

Thought Shield
Mental Grip (Counter)
Level: Swordsage 1
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Until your next turn

You subconsciously wrench your opponents’ attacks so as to miss you.

You gain a Deflection bonus to AC equal to half your ranks in Autohypnosis against melee attacks.

1st stance is decent, but not world breaking. Good enough. Far Fist is neat. Thought shield is also good.

2ND LEVEL
Great Tap
Mental Grip (Strike)
Level: Swordsage 2
Prerequisite: One Mental Grip maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous

As you tap your opponent with your weapon, you suddenly jerk your weapon forward with a telekinetic burst, catching them off-guard and penetrating their defenses.

As a part of this maneuver, you make a single melee attack as a melee touch attack.

If you expend your psionic focus as a part of initiating this maneuver, you deal bonus damage equal to your Charisma modifier.

Inertia Vacuum
Mental Grip (Counter)
Level: Swordsage 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

Just as your opponent's attack reaches you, you take its inertia and apply it to yourself.

You add your Charisma bonus to your AC against one attack; if the attack misses, you may immediately take a five-foot step, which does not count against your limit of one five-foot step per round.

If you expend your psionic focus as a part of initiating this maneuver, you may take a five-foot step even if the attack hits; if the attack misses, you may take two five-foot steps.

Inertia Well
Mental Grip (Boost)
Level: Swordsage 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

You channel the inertia of yourself and your ally, allowing both of you to move with the effort of one.

If an adjacent ally moves under his own power, you may activate this maneuver to move up to your speed. Conversely, if you move under your own power, you may activate this maneuver to allow an adjacent ally to move up to his speed, which takes up both his and your immediate action for this round.

Inertia Well is a little… hard to understand. If I understand it correctly, I spend my immediate action and my ally’s immediate action (which sucks for him if he had plans for it!) to move us both, or… I dunno. Very confusing. I’d say it doesn’t use your ally’s and try to be a bit more clear. Otherwise the other two are good.

3RD LEVEL
Mental Might
Mental Grip (Stance)
Level: Swordsage 3
Initiation Action: 1 Swift action
Range: Personal
Target: You
Duration: Stance

With your mental power aiding your physical strength, you become capable of mighty, if inaccurate, blows.

While in this stance, with every attack you make you deal bonus damage based on your ranks in Autohypnosis, as displayed below:

{table="head"]
Ranks:|
Bonus Damage:
0-5|
+1d6
6-10|
+1d8
11-15|
+2d6
16-20|
+2d8
21+|
+4d6[/table]

However, this extra force comes at the cost of accuracy. You take a cumulative -2 penalty for every attack you make in a round (i.e., the first attack is at -2, the second at -4, the third at -6, etc.).

If you are psionically focused, you may reduce the total penalty by -2 (i.e., the first attack is at -0, the second at -2, the third at -4, etc.).

Rage of the Poltergeist
Mental Grip (Boost)
Level: Swordsage 3

Prerequisite: One Mental Grip maneuver
Initiation Action: 1 Standard action

With a sudden rush of mental force, you hurl objects at your opponents – or you just hurl your opponents.

As telekinetic thrust (http://www.d20srd.org/srd/psionic/powers/telekineticThrust.htm); you treat your Initiator level as your Manifester level, and for every Initiator level above 5, are treated as if you spent a power point augmenting the power.

Strength of Will
Mental Grip (Boost)
Level: Swordsage 3
Initiation Action: 1 Full-round action
Range: Personal
Target: You
Duration: Instantaneous

You focus your mental abilities, telekinetically performing feats that even the strongest man would struggle to complete. [/i]

Make any one Strength check or Strength-based skill check using your pooled mental stat bonuses (don't count any penalties) instead of your Strength bonus.

If you expend your psionic focus, you may use this power as an immediate action in response to an opponent's attempt to force you to make a strength check (in response to a trip or disarm attempt, for example, but not a grapple check).

How do you reset Mental Might? Swap stances? Rage of the Poltergeist is potent, as it’s effectively unlimited PP to use this ability anytime you recover it. I’d suggest adding in something about spending psionic focus to get the augment on it. Strength of Will is potent; define a feat of strength with examples?

4TH LEVEL
Hurl Weapon
Mental Grip (Strike)
Level: Swordsage 4
Initiation Action: 1 standard action
Range: 60 feet
Target: One creature
Duration: Instantaneous

Untethered from your hands, you telekinetically hurl your weapon against a number of opponents.

Make a full attack action, except that you may attack anyone to whom you have line of sight that's within 60 feet, and add your Charisma modifier to attack and damage instead of your Strength modifier.

If you expend your psionic focus as a part of initiating this maneuver, you may attack anyone within 60 feet to whom you have line of effect, ignoring the normal penalties for being unable to see your opponent. You must be able to pinpoint their square.

Mighty Tap
Mental Grip (Strike)
Level: Swordsage 4
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex Partial

As you tap your opponent with your weapon, you suddenly jerk it forward with a telekinetic burst, penetrating their defenses and shoving them back.

As a part of this maneuver, you make a single melee attack as a melee touch attack. In addition, your target must make a Reflex save (save DC 14 + your Charisma bonus) or be pushed back (away from you) a number of feet equal to your damage roll.

If you expend your psionic focus as a part of initiating this maneuver and your opponent fails their saving throw, they are knocked prone in addition to the usual effects.

Weapon of My Enemy
Mental Grip (Counter)
Level: Swordsage 4
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
Duration: Instantaneous

As your opponent's weapon nears your body, you telekinetically rip it out of their hands.

Make a disarm attempt against your opponent, with the following exceptions: you do not provoke an attack of opportunity, you are considered to be wielding a weapon of the same size as your opponent, you use your Charisma modifier instead of your Strength modifier, and your opponent may not attempt to disarm you in return even if you fail.


Hurl Weapon: What if I have Weapon Finesse? I don’t use my Strength anyhow, so I add my Dex and my Cha? The other two are good.

5TH LEVEL
Forceful Blast
Mental Grip (Strike)
Level: Swordsage 5
Initiation Action: 1 standard action
Range: 60 feet
Target: One creature
Duration: Instantaneous
Save: Reflex partial

Gathering your ki, you hurl an invisible blast of telekinetic energy at your opponent, bowling him over.

Make a ranged touch attack against any opponent within 60 feet; if you hit, your target takes 9d6 points of magical bludgeoning damage, and must make a Reflex save (DC 15 + your Charisma modifier) or be knocked prone.

Hurl Self
Mental Grip (Boost)
Level: Swordsage 5
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One round

You aid your muscles with an extra telekinetic “Oomph,” allowing you to move at inhuman speeds.

Until the beginning of your next turn, you gain a bonus to your base land speed equal to five feet per rank in Autohypnosis.

If you expend your psionic focus as a part of initiating this maneuver, you may take a ten-foot step instead of a five-foot step whenever you would be allowed one during the duration of this maneuver, and following the same rules as a five-foot step (i.e., you wouldn’t provoke attacks of opportunity).

Instant Halt
Mental Grip (Counter)
Level: Swordsage 5
Initiation Action: 1 immediate action
Range: Special
Duration: Until you next take an action

As your opponent nears you to strike you, you wrap him in a blanket of your will, holding him where he stands.

As Hold Person (save DC 15 + your Charisma modifier), except as noted above and here. The range is any adjacent foe, or any foe targeting you with a melee attack.

If you expend your psionic focus as a part of initiating this maneuver, your opponent is slowed for a single round after the hold effect ends, or if they successfully make the save.

Good, interesting abilities.

6TH LEVEL
Brainstorm
Mental Grip (Strike)
Level: Swordsage 6
Prerequisite: One Mental Grip maneuver
Initiation Action: 1 full-round action
Range: 30 feet
Target: All opponents within range
Duration: Instantaneous

You gather all of your telekinetic energy into a massive storm of attacks.

As a full-round action, make a ranged touch attack against every opponent within range. If you hit, deal your unarmed damage +5d6, using your Charisma modifier instead of your Strength modifier for damage.

If you expend your psionic focus as a part of initiating this maneuver, instead of making ranged touch attacks you may automatically deal the listed damage; opponents may halve the damage dealt with a successful Reflex save (DC 16 + your Charisma modifier).

Telekinetic Sweep
Mental Grip (Strike)
Level: Swordsage 6
Prerequisite: Two Mental Grip maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: Three adjacent creatures with line of effect
Duration: Instantaneous

Aiding your attack with telekinetic force, you perform a massive, sweeping blow.

Make a single attack that affects three adjacent targets with line of effect. Use a single attack (and if necessary, damage) roll for all three targets.

If you expend your psionic focus as a part of initiating this maneuver, you may add your Charisma bonus to the attack and damage rolls instead of your Strength modifier.

Telekinetic Warrior
Mental Grip (Stance)
Level: Swordsage 6
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You focus your ki, allowing you to use it instead of your hands or weapons for a number of combat maneuvers.

You may use telekinetic maneuver (http://www.d20srd.org/srd/psionic/powers/telekineticManeuver.htm) at will, except that you use your initiator level as your effective Manifester level, and your Charisma modifier instead of your Intelligence modifier.

If you are psionically focused, you may use your Autohypnosis ranks as your effective Manifester level, and you may use telekinetic maneuver to resist a bull rush, a disarm, a grapple (including a pin), or a trip, in addition to using it to initiate them.

Brainstorm: I'd not do it that way myself. I'd say it does a flat amount of telekinetic damage and remove any of the unarmed strike stuff from it. Like a flat 10d6 or something, using your Charisma to hit. Otherwise good. Telekinetic Warrior is really strong, telekinetic maneuver at will can be pretty good, as you're really not in any danger to initiate those from afar. I'm not sure if there is a way to fix this except to push this higher level, perhaps. Perhaps not. Let’s see what others say as well.

7TH LEVEL
Crush
Mental Grip (Strike)
Level: Swordsage 7
Prerequisite: One Mental Grip maneuver
Initiation Action: 1 standard action
Range: 30 feet
Target: One creature
Duration: Concentration, up to 1 round/level
Saving Throw: Fortitude Partial

You wrap your opponent in bonds of pure mental energy, then squeeze.

As a part of this maneuver, you make a ranged touch attack against your target. If successful, make an opposed grapple check, adding your Charisma modifier instead of your Strength modifier, and your initiator level instead of your base attack bonus. If you succeed, your opponent is considered pinned for as long as you maintain concentration. Every round on their turn the target may attempt another opposed grapple check to break the pin.

Every time your opponent fails their opposed grapple check against you (including your initial attempt), they take 10d6 constriction damage, unless they succeed at a Fortitude save (save DC 17 + your Charisma modifier), in which case they take half damage.

If you expend your psionic focus as a part of initiating this maneuver, you gain a +4 bonus on the initial ranged touch attack, and on every grapple check made as a part of this strike.

Lift Self
Mental Grip (Boost)
Level: Swordsage 7
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You wrap yourself in telekinetic energy, lifting yourself from the ground.

You gain a fly speed based on your Autohypnosis ranks, as demonstrated on the following table:

{table="head"]
Ranks|
Speed|
Maneuverability
0-7|
20 feet|
Poor
8-12|
30 feet|
Average
13-16|
50 feet|
Average
17-21|
60 feet|
Good
22+|
70 feet|
Perfect[/table]

You must maintain your psionic focus to use this stance, and you may not use any swift or immediate actions; losing your focus or perfoming a swift or immediate action will end its effects immediately.

Power Tap
Mental Grip (Strike)
Level: Swordsage 7
Prerequisite: Two Mental Grip maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex Partial

As you tap your opponent with your weapon, you suddenly jerk it forward with a telekinetic burst, penetrating their defenses, causing more damage than otherwise possible, and hurling them back.

As a part of this maneuver, you make a single melee attack as a melee touch attack. If it hits, it deals +4d6 damage. In addition, your target must make a Reflex save (save DC 17 + your Charisma bonus) or be pushed back (away from you) a number of feet equal to twice your damage roll, and knocked prone.

If you expend your psionic focus as a part of initiating this maneuver and your opponent fails their saving throw, they are dazed for a single round.

Lift Self you’ve got as a Boost, minor nitpick there. Otherwise, that’s rather strong as well, perhaps have it aid jumps instead? None of the other disciplines allow anything more than a tiny bit of flight (Desert Wind). I’d say have it grant stupendous bonuses to Jump checks and negate falling damage, perhaps. Increase the damage on Power Tap, +8d6 at least. Crush is good.

8TH LEVEL
Being of Thought
Mental Grip (Stance)
Level: Swordsage 8
Prerequisite: Two Mental Grip maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You are subsumed in telekinetic energy, allowing you to perform feats of mental might otherwise impossible.

This stance grants you a variety of bonuses; first, your reach is increased by five feet as you use telekinesis to wield your weapons (or pummel your foes, if unarmed). Second, you gain blindsense with a 30 foot radius, as your telekinetic field shifts ever so subtly with the movement of other creatures. Third and finally, you may pick up any number of non-carried items with a total weight no greater than 100 lbs. as though using Mage Hand, except that concentration is not required.

If you are psionically focused, you may add your Charisma modifier to AC instead of your Dexterity modifier, as you rip your enemy's attack to the side rather than moving yourself.

Fastball Special
Mental Grip (Strike)
Level: Swordsage 8
Initiation Action: 1 standard action (see text)
Range: 60 feet
Target: One creature
Duration: Instantaneous

You reach out and mentally grab an adjacent ally, hurling him at a nearby opponent, allowing him to let loose and cause a large amount of pain.

In order to perform this maneuver, you must have an adjacent ally who has readied an action to be used in this manner. You pick any one opponent within range, and hurl your ally at them. You must make a ranged touch attack on the target, using your Charisma modifier instead of your Dexterity modifier. If you hit, your ally is considered to have made a charge attack on them, except that they provoke no attacks of opportunity for movement along the way, gain an additional +2 to hit, and deal +4d6 damage on a successful hit.

If you expend your psionic focus as a part of initiating this maneuver, your ally may make a full attack instead of just a single attack; they gain +2d6 bonus damage on each successful hit after the first.

Mental Rush
Mental Grip (Strike)
Level: Swordsage 8
Initiation Action: 1 full-round action
Range: 10 feet
Target: 10 foot radius centered on you
Duration: Instantaneous
Saving Throw: Reflex Partial

As your opponents close in around you, you concentrate for a moment, appearing defenseless, then just as they prepare to strike, let loose an unearthly scream and let loose a wave of mental energy.

Everyone within range (excluding yourself) takes damage equal to twice your Initiator level, is knocked back ten feet away from you, and falls prone (If they would be unable to move the full ten feet, they stop whenever they hit something and take 1d6 damage). A successful Reflex save (save DC 18 + Charisma modifer) halves the damage, and negates the knockback and knockdown effects.

Being of Thought is a class feature, and probably a capstone to boot! I'd consider making a Prestige Class based on Mental Grip and use this as a class specific stance/class feature. Consider moving stance 6 to 7, and stance 7 to 8. Stance 8 goes to a PrC. That's what I'd do, it's awesome and powerful, but too much so for the scope of martial maneuvers. Mental Rush is a little weak damagewise, perhaps twice your initiator level? Or 1d4 per initiator level? Ahem, Wolverine Fasball anyone? :D


9TH LEVELTelekinetic Surge
Mental Grip (Strike)
Level: Swordsage 9
Prerequisite: Three Mental Grip maneuvers
Initiation Action: Special (see text)
Range: Special (See text)
Target: Cone-shaped emanation
Duration: Instantaneous
Saving Throw: Reflex Partial

You channel vast amounts of telekinetic energy, letting it loose in a massive surge that rips everything it touches back.

This maneuver has slightly different effects and different ranges based on how long you spend gathering the energy to power it.
Immediate/Swift Action: You deal damage equal to your initiator level to everything within range. Range: 10 feet.
Standard Action: You deal damage equal to twice your initiator level to everything within range, and everyone within range is knocked back ten feet and falls prone. They stop whenever they hit something; if the collision would cause them to move less distance than otherwise, they and whatever they hit take 1d6 damage. Range: 30 feet.
Full-Round Action: As standard action, except you deal damage equal to three times your initiator level and the knockback effect is 20 feet. Range: 40 feet.
For every additional full-round action (Max of nine additional): As full-round action, except you deal one more multiple of your initiator level in damage (i.e., four times at two rounds, five times at three rounds, etc.), and the range is increased by ten feet per round.
In every case, a successful Reflex save (save DC 19 + you Charisma modifier) halves the damage and negates any knockback effect. All damage may either ignore or be applied to objects in the area, at the Initiator's option (it does not ignore hardness, or gain any special bonus to damaging items).

If you expend your psionic focus as a part of initiating this maneuver, you deal additional damage equal to your initiator level.

I would embolden the action types, or italicize them to make them pop (I had trouble reading it). Otherwise, a versatile 9th level, I like it.

And I really like your feats for it.

All in all, this is overall very good. Perhaps a little too good in some places. Tone a few things down, move a couple things around, consider Telekinetic Warrior as a class feature for a PrC (even just a 5 level class, needs more investment I feel), and you're good. Others may disagree with me, and I challenge them to do so. I'd love to see what they think, and what you yourself think.

-X

Surgo
2010-01-11, 02:26 PM
This is pretty neat. Would you mind if I uploaded this to the wiki in my signature when you feel it's finished enough to do so? (And if I could terribly bother you to maintain it if you feel the need to errata this stuff.) It would be nicely searchable and indexed if I do that.

deuxhero
2010-01-11, 03:20 PM
Doesn't Sleeping Goddess (http://www.giantitp.com/forums/showthread.php?p=5408276) already exist? Mechanically they are quite separate (Sleeping Goddess is more gish while Mental Grip is more blast). Prehaps make the skill psi-craft?

DaTedinator
2010-01-11, 03:24 PM
Awesome, thanks for the detailed input!

Discipline Weapons: They aren't set in stone, I'm willing to take suggestions for changes. But as you said, not really a huge deal.

1st Level: Cool times!

2nd Level: Yeah, good suggestions for Inertia Well. I'll implement those.

3rd Level: Mental Might resets each round, sorry, I'll add that. And you're absolutely right about Rage of the Poltergeist, I'll fix that. EDIT: And Strength of Will is just any ability check or skill check based on Strength, but I forgot to note "ability" part.

4th Level: Hurl Weapon, Charisma should replace whatever you normally add. I'll change that.

5th Level: More cool times!

6th Level: Yeah, you're right, I'll change the damage.

7th Level: Yeah, Lift Self was definitely one of the ones I was worried about. I'll give it a solid overhaul, probably just making it boost jumps like you suggest. And alright! Power Tap gets a damage boost.

8th Level: You're right, it totally belongs in a PrC. I'll come up with something. And Mental Rush already does damage equal to twice your initiator level? And yes indeedie, Wolverine was the inspiration!

9th Level: Cool cool, I'll just pop the action types.

Everything else: Yeah! It definitely needs a bit of tweakage to tone it down a bit (particularly the stances). I'll keep working on it.

Surgo: I would be more than willing to let you do that! I'll let you know as soon as I think it's solid enough to upload, and will indeed keep it up to date.

EDIT: deuxhero, I'll check that out, and strongly consider swapping the associated skill.

The Dark Fiddler
2010-01-11, 03:48 PM
the Dark Father

I could have sworn you had put me into your Discipline.
Oh wait, how do I make this post not completely worthless?!
Umm... nice discipline? *sweat drop*

DaTedinator
2010-01-11, 04:16 PM
No, sorry, that's a veiled reference to Darth Vader, not you. No offense, but I didn't even know you existed. :smalleek: And thanks!

Also, made a lot of changes; listed them all in the Edit log below the post.

ErrantX
2010-01-11, 06:51 PM
No, sorry, that's a veiled reference to Darth Vader, not you. No offense, but I didn't even know you existed. :smalleek: And thanks!

Also, made a lot of changes; listed them all in the Edit log below the post.

You are now aware with this, I fully expect to see a vaguely Jedi/Sith styled prestige class with Being of Thought integrated into it, right? Like, it needs to happen. Or I'll do it :P

-X

deuxhero
2010-01-11, 07:38 PM
I think Lift Self/force jump is a little too high a level for what it does (assuming exemplar cheese is banned anyways). Jump (beyond leap attack, and that doesn't benifit from even more jump) is outdated by proper flight at that point. Either attach some extra stuff, or lower it's level.

DaTedinator
2010-01-11, 09:48 PM
Can do, ErrantX. :smallwink: And deuxhero, I was afraid of that. I'll bump it back down to 7, come up with a new stance for 8.

deuxhero
2010-01-11, 11:33 PM
I wouldn't really say 7 either, but better.

edit:oh! the maunver granting item should be a singular glove (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheGloveOfDarthVader).

DaTedinator
2010-01-13, 07:13 PM
Deuxhero, I really would like to make it better, and I don't think it'd be unbalanced, but the problem is we have the precedent of the Shadow Hand stance Balance On the Sky, which grants Air Walk as an 8th level stance, and it requires you keep at least one hand open, and then Rising Phoenix which grants flight, but you can't get higher than 10 feet. And I want to keep this balanced with Tome of Battle, which has already got a real tight balance. :smallsigh:

As for the glove... :smallbiggrin: Gyahahahahahahahahhahaa! I'd completely forgotten about those books. Very, very definitely.

Surgo
2010-01-14, 09:22 PM
As permission was granted, I uploaded this onto my wiki (http://dungeons.wikia.com/wiki/Mental_Grip_(3.5e_Martial_Discipline)).

I have criticisms: I think Instant Halt should be Hold Monster, not Hold Person. Also, Lift Self is horrible and should be a level 1 maneuver.

I am confused as to whether Fastball Special has your ally making the full attack on your turn (and then they get another when their turn comes up), or if it replaces their turn.

Finally, it's just too onerous to get in with Sublime Psychic. That feat is nuts, providing barely any benefit for insane prerequisites.

DaTedinator
2010-01-16, 09:04 PM
Made some changes based on your suggestions. Lift Self is about as good as I'm willing to make it; mayhaps I could lower the level, but again, comparing it to Balance on the Sky and similar 8th level stances...

(Also, updated the wiki too. :smallwink:)

DracoDei
2010-01-16, 09:35 PM
Whenever a Mental Grip maneuver would benefit from you expending your psionic focus, you may instead expend a number of power points equal to the level of the maneuver to gain the same benefit.

Fixed a typo for you.

DaTedinator
2010-01-16, 09:54 PM
Whoops! Danke.

Thrice Dead Cat
2010-01-16, 11:06 PM
Honestly, I'm a little underwhelmed by most of the maneuvers. I love the thinly veiled references to Star Wars, but, hitting the crunch was a little disappointing. And as someone who loves tacos more than marshmallows, this leads me to serious bismuth.



MENTAL GRIP
*marshmallows*

The Crunch:Key Skill: Autohypnosis

Associated Weapons: Unarmed Strike, Dagger, Light Hammer, Sai, Handaxe, Scimitar.

All maneuvers of Mental Grip are considered to be supernatural abilities.

Some maneuvers let you make melee attacks at a range; if you're using a weapon, you're assumed to be telekinetically wielding the weapon, and if you're unarmed, you're assumed to be pummeling your opponents with telekinetic energy.

Some maneuvers refer to psionic focus, whether maintaining it or expending it. Details of psionic focus can be found here (http://www.d20srd.org/srd/psionic/skills/concentration.htm#gainPsionicFocus).

Also, since there's nowhere else to put it, saves for Mental Grip are based on Charisma.

Seems in order, here. Nothing out of the ordinary.




1ST LEVELEmpty Hand
Mental Grip (Stance)
Level: Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You hold your weapon with telekinetic force, allowing you to strike from otherwise impossible angles.

Choose one square that is adjacent to you. You treat this square as if you occupied it for the purpose of determining your reach and threatened area, replacing your normal reach and threat area. (If you are Large or bigger, you effectively shift your reach and threatened area by 5'.) Your actual space (or spaces if Large or bigger) is treated as having total cover relative to your new, effective position. You may change this square as a move action, or as part of a move action.

If you are psionically focused, you may change your effective square as a swift action. If you are psionically focused and have an initiator level of at least 10, you may change your effective square as an immediate action.

Far Fist
Mental Grip (Strike)
Level: Swordsage 1
Initiation Action: 1 standard action
Range: 30 feet
Target: One creature
Duration: Instantaneous

You channel your ki, projecting a forceful blast at your opponent.

You make a single unarmed attack as a ranged attack against any opponent within 30 feet. You add your Charisma bonus to damage rather than your Strength bonus.

If you expend your psionic focus as a part of initiating this maneuver, add your Charisma bonus to damage in addition to your Strength bonus.

Thought Shield
Mental Grip (Counter)
Level: Swordsage 1
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Until your next turn

You subconsciously wrench your opponents’ attacks so as to miss you.

You gain a Deflection bonus to AC equal to half your ranks in Autohypnosis against melee attacks.



Empty Hand is a nice little stance. Not quite more reach, but a great option at any rate. I would go ahead and change Far Fist to "any Mental Grip" weapon instead of just unarmed, personally.

Though Shield is also nice and simple. Not the greatest means to stop an attack, but, hey, free deflection bonuses are always nice.


2ND LEVEL
Great Tap
Mental Grip (Strike)
Level: Swordsage 2
Prerequisite: One Mental Grip maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous

As you tap your opponent with your weapon, you suddenly jerk your weapon forward with a telekinetic burst, catching them off-guard and penetrating their defenses.

As a part of this maneuver, you make a single melee attack as a melee touch attack.

If you expend your psionic focus as a part of initiating this maneuver, you deal bonus damage equal to your Charisma modifier.

Inertia Vacuum
Mental Grip (Counter)
Level: Swordsage 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

Just as your opponent's attack reaches you, you take its inertia and apply it to yourself.

You add your Charisma bonus to your AC against one attack; if the attack misses, you may immediately take a five-foot step, which does not count against your limit of one five-foot step per round.

If you expend your psionic focus as a part of initiating this maneuver, you may take a five-foot step even if the attack hits; if the attack misses, you may take two five-foot steps.

Inertia Well
Mental Grip (Boost)
Level: Swordsage 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

You channel the inertia of yourself and your ally, allowing both of you to move with the effort of one.

If an adjacent ally moves under his own power (i.e., he isn't bull rushed or otherwised forced to move), you may activate this maneuver to move up to your speed; you needn't remain adjacent. Conversely, if you move under your own power, you may activate this maneuver to allow an adjacent ally to move up to his speed.



Great Tap is a nice ability. The extra benefit with the psionic focus helps to set it apart, too. Inertia Vacuum is... weird. Not bad, just, odd. The bonus is helpful, but short. I may be undervaluing the free movement, but it just doesn't feel like much to me. I do love Inertia Well, though. Helpful for a Scout or anyone else who wants to GTFO. Absolutely amazing with some mook (read: Dead Celestial Monkey) readying an action to move to help you.


3RD LEVELMental Might
Mental Grip (Stance)
Level: Swordsage 3
Initiation Action: 1 Swift action
Range: Personal
Target: You
Duration: Stance

With your mental power aiding your physical strength, you become capable of mighty, if inaccurate, blows.

While in this stance, with every attack you make you deal bonus damage based on your ranks in Autohypnosis, as displayed below:

{table="head"]
Ranks:|
Bonus Damage:
0-6|
+1d6
7-12|
+1d8
13-18|
+2d6
19+|
+2d8[/table]

However, this extra force comes at the cost of accuracy. You take a cumulative -2 penalty for every attack you make in a round (i.e., the first attack is at -2, the second at -4, the third at -6, etc.); the penalty resets at the beginning of your turn each round.

If you are psionically focused, you may reduce the total penalty by -2 (i.e., the first attack is at -0, the second at -2, the third at -4, etc.).

Rage of the Poltergeist
Mental Grip (Boost)
Level: Swordsage 3

Prerequisite: One Mental Grip maneuver
Initiation Action: 1 Standard action

With a sudden rush of mental force, you hurl objects at your opponents – or you just hurl your opponents.

As telekinetic thrust (http://www.d20srd.org/srd/psionic/powers/telekineticThrust.htm) (save DC 13 + your Charisma modifier); you treat your Initiator level as your Manifester level, and add your Charisma modifier to checks instead of your Intelligence modifier.

If you expend your psionic focus as a part of initiating this maneuver, you are treated as if you spent a number of power points on the power equal to your initiator level.

Strength of Will
Mental Grip (Boost)
Level: Swordsage 3
Initiation Action: 1 Full-round action
Range: Personal
Target: You
Duration: Instantaneous

You focus your mental abilities, telekinetically performing feats that even the strongest man would struggle to complete. [/i]

Make any one Strength-based ability check or Strength-based skill check using your pooled mental stat modifiers instead of your Strength modifier.

If you expend your psionic focus, you may use this power as an immediate action in response to an opponent's attempt to force you to make a strength check (in response to a trip or bull rush attempt, for example, but not a grapple or disarm check because those aren't just ability checks).



Mental Might's penalty seems unnecessary to me. The whole point of rolling moar dice is to use them with moar attacks. At love levels, that penalty will hurt. At high levels, your iterative attacks are even less likely to connect outside of lololwraithstrike.

Rage of the Poltergeist is nice and simple; can't complain.

Strength of Will makes me sad: it's not a combat maneuver, it forces you to further focus on otherwise dump stats, and it just doesn't do much. Color me unimpressed.


4TH LEVELHurl Weapon
Mental Grip (Strike)
Level: Swordsage 4
Initiation Action: 1 standard action
Range: 60 feet
Target: One creature
Duration: Instantaneous

Untethered from your hands, you telekinetically hurl your weapon against a number of opponents.

Make a full attack action, except that you may attack anyone to whom you have line of sight that's within 60 feet, and add your Charisma modifier to attack and damage instead of your normal ability modifiers (typically Strength).

If you expend your psionic focus as a part of initiating this maneuver, you may attack anyone within 60 feet to whom you have line of effect, ignoring the normal penalties for being unable to see your opponent. You must be able to pinpoint their square.

Mighty Tap
Mental Grip (Strike)
Level: Swordsage 4
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex Partial

As you tap your opponent with your weapon, you suddenly jerk it forward with a telekinetic burst, penetrating their defenses and shoving them back.

As a part of this maneuver, you make a single melee attack as a melee touch attack. In addition, your target must make a Reflex save (save DC 14 + your Charisma modifier) or be pushed back (away from you) a number of feet equal to your damage roll.

If you expend your psionic focus as a part of initiating this maneuver and your opponent fails their saving throw, they are knocked prone in addition to the usual effects.

Weapon of My Enemy
Mental Grip (Counter)
Level: Swordsage 4
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
Duration: Instantaneous

As your opponent's weapon nears your body, you telekinetically rip it out of their hands.

Make a disarm attempt against your opponent, with the following exceptions: you do not provoke an attack of opportunity, you are considered to be wielding a weapon of the same size as your opponent, you use your Charisma modifier instead of your Strength modifier, and your opponent may not attempt to disarm you in return even if you fail.



Hurl Weapon is odd in that it gives you a full attack as a standard action, which opens up for some crazy multiattack routines (which is not a bad thing, mind). Outside of that, it basically just lets you smack a guy at range... like with a bow. Side-note: With this and every other maneuver that forces you to switch to Cha for the attack, I would instead make it optional and make the "bonus damage" have a minimum of +1. Just throwing that out there.

Mighty Tap is a little bland, but fine. Moving dudes around is certainly useful and tactically wonderful.

Weapon of My Enemy is nice, too. Immediate disarm attempt? Yes, please.


5TH LEVELForceful Blast
Mental Grip (Strike)
Level: Swordsage 5
Initiation Action: 1 standard action
Range: 60 feet
Target: One creature
Duration: Instantaneous
Save: Reflex partial

Gathering your ki, you hurl an invisible blast of telekinetic energy at your opponent, bowling him over.

Make a ranged touch attack against any opponent within 60 feet; if you hit, your target takes 9d6 points of magical bludgeoning damage, and must make a Reflex save (DC 15 + your Charisma modifier) or be knocked prone.

Hurl Self
Mental Grip (Boost)
Level: Swordsage 5
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One round

You aid your muscles with an extra telekinetic “Oomph,” allowing you to move at inhuman speeds.

Until the beginning of your next turn, you gain a bonus to your base land speed equal to five feet per rank in Autohypnosis.

If you expend your psionic focus as a part of initiating this maneuver, you may take a ten-foot step instead of a five-foot step whenever you would be allowed one during the duration of this maneuver, and following the same rules as a five-foot step (i.e., you wouldn’t provoke attacks of opportunity).

Instant Halt
Mental Grip (Counter)
Level: Swordsage 5
Initiation Action: 1 immediate action
Range: Special
Duration: Until you next take an action

As your opponent nears you to strike you, you wrap him in a blanket of your will, holding him where he stands.

As Hold Monster (save DC 15 + your Charisma modifier), except as noted above and here. The range is any adjacent foe, or any foe targeting you with a melee attack.

If you expend your psionic focus as a part of initiating this maneuver, your opponent is slowed for a single round after the hold effect ends, or if they successfully make the save.



Forceful Blast is nice. Am a fan of just rolling bones sometimes.

Hurl Self is another simple one, which, again, works well with Scout. However, it leaves much to be desired by itself. It may just be me, though.

Instant Halt is nice. Unique (well, for "unique" for noncasters, anyhow) options are always appreciated.


6TH LEVELBrainstorm
Mental Grip (Strike)
Level: Swordsage 6
Prerequisite: One Mental Grip maneuver
Initiation Action: 1 full-round action
Range: 30 feet
Target: All opponents within range
Duration: Instantaneous

You gather all of your telekinetic energy into a massive storm of attacks.

As a full-round action, make a ranged touch attack against every opponent within range. If you hit you deal 10d6 magical bludgeoning damage.

If you expend your psionic focus as a part of initiating this maneuver, instead of making ranged touch attacks you may automatically deal the listed damage; opponents may halve the damage dealt with a successful Reflex save (DC 16 + your Charisma modifier).

Telekinetic Sweep
Mental Grip (Strike)
Level: Swordsage 6
Prerequisite: Two Mental Grip maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: Three adjacent creatures with line of effect
Duration: Instantaneous

Aiding your attack with telekinetic force, you perform a massive, sweeping blow.

Make a single attack that affects three adjacent targets with line of effect. Use a single attack (and if necessary, damage) roll for all three targets.

If you expend your psionic focus as a part of initiating this maneuver, you may add your Charisma bonus to the attack and damage rolls instead of your Strength modifier.

Telekinetic Warrior
Mental Grip (Stance)
Level: Swordsage 6
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You focus your ki, allowing you to use it instead of your hands or weapons for a number of combat maneuvers.

You may use telekinetic maneuver (http://www.d20srd.org/srd/psionic/powers/telekineticManeuver.htm) at will, except that the range is 30 feet, you use your initiator level as your effective Manifester level, and your Charisma modifier instead of your Intelligence modifier.

If you are psionically focused, you may use your Autohypnosis ranks as your effective Manifester level, and you may use telekinetic maneuver to resist a bull rush, a disarm, a grapple (including a pin), or a trip, in addition to using it to initiate them.




I'd almost go ahead and remove the option to save against Brainstorm, personally. Touch attacks are easy enough, and if you're blowing your psionic focus on something like that, either give it some extra umph or make it a freebie. You've got a lot of things to use already with it, as is.

Other than no listed "line of effect" for Telekinetic Sweep, it's fine. I'm assuming it's supposed to be within Xty feet or "that you can see and have line of effect to such and such."

Telekinetic Warrior is simple and effective. Minor nitpick, though: stances are always supposed to be odd level maneuvers. Figured I'd let you know.


7TH LEVELCrush
Mental Grip (Strike)
Level: Swordsage 7
Prerequisite: One Mental Grip maneuver
Initiation Action: 1 standard action
Range: 30 feet
Target: One creature
Duration: Concentration, up to 1 round/level
Saving Throw: Fortitude Partial

You wrap your opponent in bonds of pure mental energy, then squeeze.

As a part of this maneuver, you make a ranged touch attack against your target. If successful, make an opposed grapple check, adding your Charisma modifier instead of your Strength modifier, and your initiator level instead of your base attack bonus. If you succeed, your opponent is considered pinned for as long as you maintain concentration. Every round on their turn the target may attempt another opposed grapple check to break the pin.

Every time your opponent fails their opposed grapple check against you (including your initial attempt), they take 10d6 constriction damage, unless they succeed at a Fortitude save (save DC 17 + your Charisma modifier), in which case they take half damage.

If you expend your psionic focus as a part of initiating this maneuver, you gain a +4 bonus on the initial ranged touch attack, and on every grapple check made as a part of this strike.

Lift Self
Mental Grip (Stance)
Level: Swordsage 7
Prerequisite: One Mental Grip maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You wrap yourself in telekinetic energy, lifting yourself from the ground.

You gain a bonus on Jump checks equal to your ranks in Autohypnosis, you are treated as having a running start for all Jump checks, you double the result of all Jump checks, and you may make a special Jump check as a move action that moves you the distance you roll, regardless of your speed (i.e., your distance jumped is not limited by your speed). Additionally, the DC for a high jump is equal to the distance you're attempting to jump, rather than quadruple that.

If you are psionically focused, you may levitate yourself at will, as the spell levitate (http://www.d20srd.org/srd/spells/levitate.htm), except you take no penalty to attack rolls regardless of elevation.

Power Tap
Mental Grip (Strike)
Level: Swordsage 7
Prerequisite: Two Mental Grip maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex Partial

As you tap your opponent with your weapon, you suddenly jerk it forward with a telekinetic burst, penetrating their defenses, causing more damage than otherwise possible, and hurling them back.

As a part of this maneuver, you make a single melee attack as a melee touch attack. If it hits, it deals +8d6 damage. In addition, your target must make a Reflex save (save DC 17 + your Charisma bonus) or be pushed back (away from you) a number of feet equal to twice your damage roll, and knocked prone.

If you expend your psionic focus as a part of initiating this maneuver and your opponent fails their saving throw, they are dazed for a single round.



I like Crush for its multiround duration, but I feel you should make the use of both Cha and the initiator level in place of BAB optional, for those of us who multiclass into Swordsage and/or took the feat to gain this maneuver as a Crusader or Warblade.

Lift Self is a little underwhelming, but I understand where you're coming from, basing it on similar maneuvers. However, off hand, I recall that said maneuvers have secondary abilities (AFB, currently), so you may wish to throw something else on this bad boy.

Power Tap is a nice, simple toy. Little bit of damage, force dudes with pointy sticks back, maybe even a free daze? S'all good.


8TH LEVELFastball Special
Mental Grip (Strike)
Level: Swordsage 8
Initiation Action: 1 standard action (see text)
Range: 60 feet
Target: One creature
Duration: Instantaneous

You reach out and mentally grab an adjacent ally, hurling him at a nearby opponent, allowing him to let loose and cause a large amount of pain.

In order to perform this maneuver, you must have an adjacent ally who has readied an action to be used in this manner. You pick any one opponent within range, and hurl your ally at them. You must make a ranged touch attack on the target, using your Charisma modifier instead of your Dexterity modifier.

If you hit, your ally is considered to have made a charge attack on them, except that they provoke no attacks of opportunity for movement along the way, they fly the entire distance (with perfect maneuverability), they gain an additional +2 to hit, and they deal +4d6 damage on a successful hit. If you miss, they still make the charge attempt, but they provoke attacks of opportunity as normal, take a -2 penalty to the attack roll (negating the normal +2 bonus for charging), and deal no extra damage.

If you expend your psionic focus as a part of initiating this maneuver, your ally may make a full attack instead of just a single attack; they gain +2d6 bonus damage on each successful hit after the first (assuming you hit with your ranged touch attack).

Mental Rush
Mental Grip (Strike)
Level: Swordsage 8
Initiation Action: 1 full-round action
Range: 10 feet
Target: 10 foot radius centered on you
Duration: Instantaneous
Saving Throw: Reflex Partial

As your opponents close in around you, you concentrate for a moment, appearing defenseless, then just as they prepare to strike, let loose an unearthly scream and let loose a wave of mental energy.

Everyone within range (excluding yourself) takes damage equal to twice your Initiator level, is knocked back ten feet away from you, and falls prone (If they would be unable to move the full ten feet, they stop whenever they hit something and take 1d6 damage). A successful Reflex save (save DC 18 + Charisma modifer) halves the damage, and negates the knockback and knockdown effects.

Psychic Cocoon
Mental Grip (Stance)
Level: Swordsage 8
Prerequisite: Two Mental Grip maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Turning your thoughts inward, you armor yourself with telekinetic energy.

You gain an armor bonus to AC equal to half your initiator level, or a deflection bonus to AC equal to half that amount (round down; you choose which bonus when initiating the stance). Whenever an enemy lands a successful attack roll against you, you may expend your psionic focus as an immediate action to force them to reroll the attack roll; they abide by the results of the second roll, regardless of whether it's better or worse than the fifth.

If you are psionically focused, you are able to simultaneously turn your impressive mental capabilities inward, protecting yourself from outward influence; you gain a resistance bonus to saves against mind-affecting effects equal to half your initiator level.

Okay, now's the thing I love beyond all reason: Fastball Special. Just, yeah, words fail me here. Small note though, maybe remove the need for the ally to ready the action? From the perspective of another player, it may be irksome to have to wait on your ally to do something. The odds exist that, you ready, stuffs happen, and then Fastball Special isn't the gameplan anymore, eating your round.


Mental Rush leaves me a little unimpressed, again. It's another AoE reflex or damage (maybe prone) ability. This discipline has a ton of GTFO abilities, but little to none that actually benefit from having doods stay away from you.

Psychic Cocoon is cute, but, again, boring. Free AC is always appreciated, but it doesn't do much. No idea what to do about it.


9TH LEVELTelekinetic Surge
Mental Grip (Strike)
Level: Swordsage 9
Prerequisite: Three Mental Grip maneuvers
Initiation Action: Special (see text)
Range: Special (See text)
Target: Cone-shaped emanation
Duration: Instantaneous
Saving Throw: Reflex Partial

You channel vast amounts of telekinetic energy, letting it loose in a massive surge that rips everything it touches back.

This maneuver has slightly different effects and different ranges based on how long you spend gathering the energy to power it.
Immediate/Swift Action: You deal damage equal to your initiator level to everything within range. Range: 10 feet.

Standard Action: You deal damage equal to twice your initiator level to everything within range, and everyone within range is knocked back ten feet and falls prone. They stop whenever they hit something; if the collision would cause them to move less distance than otherwise, they and whatever they hit take 1d6 damage. Range: 30 feet.

Full-Round Action: As standard action, except you deal damage equal to three times your initiator level and the knockback effect is 20 feet. Range: 40 feet.

Every additional full-round action (Max of nine additional): As full-round action, except you deal one more multiple of your initiator level in damage (i.e., four times at two rounds, five times at three rounds, etc.), and the range is increased by ten feet per round.

In every case, a successful Reflex save (save DC 19 + you Charisma modifier) halves the damage and negates any knockback effect. All damage may either ignore or be applied to objects in the area, at the Initiator's option (it does not ignore hardness, or gain any special bonus to damaging items).

If you expend your psionic focus as a part of initiating this maneuver, you deal additional damage equal to your initiator level.

Bah, now this is terribad. I do not like the nonrandom damage on this thing. I would either add in the knockback ability on the immediate action and/or progress it from Immediate->Swift->Move->Standard->Full-round action->Multiple rounds. As is, it's just another silly pile of damage, except, not.


MENTAL GRIP FEATS


SUBLIME PSYCHIC [Psionic]
You've been trained in the exotic discipline of the Mental Grip.
Prerequisite: Swordsage 3rd or Warblade or Crusader 6th, Autohypnosis 3 ranks or Skill Focus (Autohypnosis).
Benefit: Choose one class that you have that grants access to martial maneuvers. You may now choose from Mental Grip maneuvers for that class, following the normal rules for selecting martial maneuvers; additionally, you may immediately exchange up to three of your known maneuvers for maneuvers from the Mental Grip discipline. Autohypnosis is now a class skill for all of your classes.

FOCUSED MIND [Psionic]
You've learned how to push your psionic talents to the limit.
Prerequisite: One Mental Grip strike, manifester level 1st
Benefit: Whenever a Mental Grip maneuver would benefit from you expending your psionic focus, you may instead expend a number of power points equal to the level of the maneuver to gain the same benefit. Whenever you enter a Mental Grip stance, you may spend a number of power points equal to twice the level of the stance to attempt to gain psionic focus as a part of the same action.

MENTAL TOUCH [Psionic, Tactical]
The practitioner of the way of the Mental Grip must understand that not only can he use his psionic abilities to aid his physical ones, he can use his psionic abilities to outright replace his physical ones.
Prerequisite: Psionic Meditation; three Mental Grip maneuvers, at least one of which must be a stance; BAB +6
Benefit: This feat enables the use of three new combat options.
• Mental Hand (Su): As long as you are psionically focused, you may use Mage Hand, as the spell, at will.
• Telekinetic Force (Su): As long as you are in a Mental Grip stance, you may add your Charisma modifier to damage instead of your Strength modifier when using any weapons associated with Mental Grip.
• Telekinetic Weapon (Su): As long as you are psionically focused and in a Mental Grip stance, you may add your Charisma modifier to attack instead of your Strength modifier when using any weapons associated with Mental Grip.


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Edit history of sorts: - Buffed Instant Halt, Lift Self; tweaked Sublime Psychic; Clarified/tweaked Fastball Special
- Bumped Lift Self down to 7th, added Psychic Cocoon.
- Clarified some maneuvers; nerfed Mental Might, Rage of the Poltergeist, Strength of Will, Telekinetic Warrior; Changed Brainstorm, Lift Self; Buffed Power Tap; Got rid of Being of Thought.

Feats all seem to be in order. Letting the other classes get in on the action is probably worth a feat. Focused Mind is good for Kalashtar, or, in the event of a follow up PrC to combine psionics with the Sublime Way. Mental Touch helps alleviate the MAD, too. As is, it almost feels like a feat tax for the set-up, though.



Yeah, that took longer than excepted. EDIT: I need to learn to PEACH in chunks: that took me over an hour to write.:smallfrown:

Stycotl
2010-01-18, 11:13 PM
hmm, over all, very cool. but i agree with thrice; it is underpowered and scattered in some respects.

just tighten it up a bit and try to aim for a power level around the same as diamond mind or so.

and change the name. "mental grip" is blah. if you are going for a star wars theme, find an obscure reference somewhere that only star wars geeks would recognize, and call it that. or just call it something obvious, like "force blast," or something.

Thrice Dead Cat
2010-01-19, 01:06 PM
I like the name, personally. The fluff is obvious, but, hey, not a bad thing.

I mentioned it briefly, but, the maneuvers somewhere between mediocre and "good" job at keeping people at bay, yet fails on the execution of giving the telekinetic striking with weapons that the fluff described, basically, at all. I would remedy this by both increasing the effect of the knockback-style maneuvers - either making most of said effects not require focus and function at the "weakest" level," maybe allowing the focus to either pump the save DC up or add another effect. and add more options to whack people with pointy sticks from across the battlefield.

On the second, you'll need secondary effects there, otherwise, you'll simply be swinging a sword rather than firing a bow. Daze is a possibility on some maneuvers, but it may be better to grab some Tiger Claw-like effects, too.

Surgo
2010-01-19, 01:10 PM
Pumping up the DC just by blowing your psionic focus is a terrible idea that only serves to have random asymmetric power bursts. Keeping secondary effects around by blowing your psionic focus is a good idea, however.

DaTedinator
2010-01-19, 10:13 PM
Alright, I've been doing some thinking, and reading over your comments, and I agree; I'd originally been afraid to go too powerful, given unfamiliarity with ToB at the time I wrote this, but I think that ended up just making me gimp it.

In the coming days, I'ma go through and pump things up, focusing on a couple main points:
Just plain making things more powerful. The default way of doing this will probably be removing the psionic focus requirement for maneuvers that need it (and adding a new bonus if psionic focus is used), but also through simpler things, like more damage, to more people, etc.
A few more abilities to control enemy position; I've got a few (as Thrice puts it) GTFO powers, but a couple others to draw enemies closer, or move them around in other ways could help establish this as a controller-esque discipline.
A few more abilities to take advantage of enemies at a distance, whether by keeping them there (such as knocking them prone or grappling), or by being able to damage them as normal.

The main question I have, is that this will require adding new maneuvers. Some of it I can replace other, less than stellar maneuvers, but depending on how much I want to do, I could end up with more maneuvers than other disciplines. Is that something I should focus on avoiding, or should I just accept that if it happens?

Thrice Dead Cat
2010-01-19, 10:22 PM
Since this is a Swordsage discipline, somewhere between 3-5 maneuvers per maneuver level should be good, leaning closer to the 5 on the odd level maneuvers (the extras being the stances) and closer to 3 on the even.

If you get far too many, you could also try merging some maneuvers.

DracoDei
2010-01-19, 10:25 PM
IIRC nobody (other than me) ever seemed to think that the fact that Falling Anvil has a BUNCH of maneuvers really meant much either way.

Stycotl
2010-01-19, 11:56 PM
i don't think the number of maneuvers available in a single discipline is a big deal at all. i have allowed players for a long time (both in tabletop and on the net) to create their own maneuvers within the disciplines, and it hasn't broken or even complicated a single game.

as far as i am concerned, it only makes sense to take the basics of a martial art and to expound on them and find your own path within them.

Surgo
2010-01-20, 06:52 PM
There's nothing wrong with having a lot of maneuvers.

DaTedinator
2010-01-22, 06:26 PM
Hahahahaha, okay, thanks all, I won't fear that then.

Okay! First phase complete; went through and powered up, pretty much everything. Just plain changed a couple things, and got rid of cocoon (not even I liked it). I'll sweep through and add new maneuvers soonish.

DaTedinator
2010-02-22, 12:39 AM
Alright, as much as I dislike double posting: Added Brain rush, Psychogenic Shield/Barrier/Wall, Lift Self (2nd level version), Forceful Yank, Featherweight, Psychic Pin, and Animated Armory. Not an absurd amount, but decent, and hopefully enough? Yea, nay?

Thrice Dead Cat
2010-02-22, 12:54 AM
Alright, as much as I dislike double posting: Added Brain rush, Psychogenic Shield/Barrier/Wall, Lift Self (2nd level version), Forceful Yank, Featherweight, Psychic Pin, and Animated Armory. Not an absurd amount, but decent, and hopefully enough? Yea, nay?

I'll get around to doing a review of the new/updated stuff sometime later this week. I did a quick look at the 1st level stuffs. Brain Rush could use some clarification on range and directioning, and psychogenic shield seems odd as a strike with concentration, but that's probably just me. From what I've seen, though, interesting stuff.

DaTedinator
2010-02-22, 12:28 PM
I'll get around to doing a review of the new/updated stuff sometime later this week. I did a quick look at the 1st level stuffs. Brain Rush could use some clarification on range and directioning, and psychogenic shield seems odd as a strike with concentration, but that's probably just me. From what I've seen, though, interesting stuff.

I'm not sure what you mean about range and direction. The range is 30', and you can move them in any direction. Or were you wondering if you could rush them out of your range? If that is the question, then the answer is yes, and I should probably specify that.

Oh, and yeah, I was thinking about it, and the Psychogenic Shield/Barrier/Wall maneuvers shouldn't be anything, ala Shadow Jaunt and co. So I'll fix that.