Angry Bob
2010-04-06, 12:12 PM
To recap: Maelstrom Minds leave their sanity behind for a host of strange abilities. I want to know what you believe the power levels of the class features are. If they're too powerful or not powerful enough, tell me. If they're fine the way they are, my ego needs padding anyway.
"Tell the pickle people to leave me alone. I don't want to play with them right now." - a Maelstrom Mind
Entry Requirements:
Skills: Concentration 8
Feats: Combat Manifestation
Alignment: True Neutral, Chaotic Neutral, or Chaotic Evil.
Manifesting: Ability to Manifest 3rd-level powers, including at least 2 telepathy powers.
Skills: Concentration, Intimidate, Knowledge(all), Psicraft, Sense Motive, Use Psionic Device
Skill points per level: 2 + Int
HD: d4
{table]Level | BaB | Fort | Ref | Will | Special | Manifesting
1st | +0 | +0 | +0 | +2 | Chaotic Insight (Level 2), Breakdown | +1 to Existing Manifesting Class
2nd | +1 | +0 | +0 | +3 | Insane Focus(Move Action) | +1 to Existing Manifesting Class
3rd | +1 | +1 | +1 | +3 | Chaotic Insight (Level 3), Fractured Psyche | +1 to Existing Manifesting Class
4th | +2 | +1 | +1 | +4 | Telepathy, Maddening Whispers | +1 to Existing Manifesting Class
5th | +2 | +1 | +1 | +4 | Chaotic Insight (Level 4) | +1 to Existing Manifesting Class
6th | +3 | +2 | +2 | +5 | Insane Focus (Swift action), Maddening Whispers(Frightening Presence) | +1 to Existing Manifesting Class
7th | +3 | +2 | +2 | +5 | Chaotic Insight (Level 5) | +1 to Existing Manifesting Class
8th | +4 | +2 | +2 | +6 | Barbed Mind | +1 to Existing Manifesting Class
9th | +4 | +3 | +3 | +6 | Chaotic Insight (Level 6) | +1 to Existing Manifesting Class
10th | +5 | +3 | +3 | +7 | Blast Sanity | +1 to Existing Manifesting Class[/table]
Class Features:
Weapon Proficiencies: A Maelstrom Mind gains no proficiencies with weapons and armor.
Manifesting: Whenever a Maelstrom Mind gains a level, they also gain power points, powers know, and manifester level as though they had also gained a level of their existing manifesting class. They choose which to add to if they had more than one already.
Breakdown(Ex): On taking her first level, the Maelstrom Mind suffers a psychotic break. Thereafter, she takes a penalty to all wisdom-based skill checks (except sense motive) equal to half her class level, rounded up. Additionally, she no longer needs sleep, though she does need 8 hours of uninterrupted rest to regain her power points and select a new power for Chaotic Insight.
At 3rd level, she permanently loses 2 points from two mental ability scores of her choice and becomes immune to fear effects.
At 5th level, she begins splitting her already near-incomprehensible communication between her telepathy and normal speech, and takes a penalty equal to her class level on all cha-based skill checks except intimidate.
At 7th level, she becomes insensible, losing her ability to see and hear as most people do to her now near-constant hallucinations, and gains blindsight to the radius of her telepathy while psionically focused.
At 9th level, her continually degenerating mind has taken a real toll on her body. She takes a permanent -2 to her strength and constitution.
Chaotic Insight: At 1st, 3rd, 5th, 7th, and 9th levels, a Maelstrom mind permanently loses knowledge of one power they know. Every day, for each power they've lost this way, they may choose a power from any class list of up to a power level indicated on the class table. For that day, they may manifest that power as though they knew that power.
Insane Focus(Su): At 2nd Level, a Maelstrom Mind may take 1d6 wisdom damage as a move action to automatically become psionically focused. At 6th level, this becomes a swift action.
Fractured Psyche(Ex): A Maelstrom Mind's thoughts too far removed from conventional thought to affect easily. At level 3, if a Maelstrom Mind fails on a will save against a mind-affecting effect, she may make a second will save against the same DC, but if she succeeds on that one, she is confused, as from the spell, for 1d8 rounds instead of being normally effected.
Telepathy(Su): As she gains in power, a Maelstrom Mind's insanity begins leeching out into her surroundings. At 4th level, a Maelstrom Mind gains telepathy to 10 feet per telepathy level.
Maddening Whispers(Su): A Maelstrom Mind has little control over her roiling psyche. Wherever she goes, she's followed by a susurrus of ghostly whispers. At level 4, within 5 feet per character level, characters and creatures with intelligence scores are aware of the Maelstrom Mind's presence, and any enemy that spends more than 1 round inside this radius takes a -2 penalty to will saves vs. mind-affecting powers of the Maelstrom Mind. Additionally, characters within this area cannot sleep.
At 6th level, a Maelstrom Mind's continual telepathic whispering takes a truly malevolent turn. Enemies inside the effect of Maddening Whispers when the Maelstrom Mind manifests a power, if they have fewer hit dice than the Maelstrom Mind, must succeed on a will save (DC 15 + manifesting stat modifier) or be shaken for 5d6 rounds. Enemies that succeed on this save are immune to it for 24 hours. This is a mind-affecting fear affect.
Barbed Mind(Su): No one knows the true nature of a Maelstrom Mind's madness, and attempts to descry it have only ended in failure. What is known is that their minds hide much darker secrets than they let on. Whenever someone attempts to read a Maelstrom Mind's mind via magic or psionics, they must make a DC 17 + Maelstrom Mind's manifesting stat modifier or die instantly(usually from their head exploding, their brain eating itself, or some such colorful effect). Characters killed this way can't be brought back by raise dead, due to their destroyed/missing brain. This is a death effect. This ability has no effect on other Maelstrom Minds or Creatures that can live without a brain.
Additionally, once per day, a Maelstrom Mind may make a touch attack against an enemy she is in mental contact with via telepathy. That enemy is counted as having read her mind for the purposes of this ability.
Blast Sanity(Su):The most powerful Maelstrom Minds can project their roiling thoughts into enemies' minds. At 10th level, when manifesting a mind-affecting power, a Maelstrom Mind may expend her psionic focus. If she does, all enemies who fail their save, instead of being normally affected, go insane, as though affected by the power insanity.
Changes so far:
Adjusted Breakdown
Expanded Maddening Whispers
Fixed stat to use for Barbed Mind
Fixed Telepathy
"Tell the pickle people to leave me alone. I don't want to play with them right now." - a Maelstrom Mind
Entry Requirements:
Skills: Concentration 8
Feats: Combat Manifestation
Alignment: True Neutral, Chaotic Neutral, or Chaotic Evil.
Manifesting: Ability to Manifest 3rd-level powers, including at least 2 telepathy powers.
Skills: Concentration, Intimidate, Knowledge(all), Psicraft, Sense Motive, Use Psionic Device
Skill points per level: 2 + Int
HD: d4
{table]Level | BaB | Fort | Ref | Will | Special | Manifesting
1st | +0 | +0 | +0 | +2 | Chaotic Insight (Level 2), Breakdown | +1 to Existing Manifesting Class
2nd | +1 | +0 | +0 | +3 | Insane Focus(Move Action) | +1 to Existing Manifesting Class
3rd | +1 | +1 | +1 | +3 | Chaotic Insight (Level 3), Fractured Psyche | +1 to Existing Manifesting Class
4th | +2 | +1 | +1 | +4 | Telepathy, Maddening Whispers | +1 to Existing Manifesting Class
5th | +2 | +1 | +1 | +4 | Chaotic Insight (Level 4) | +1 to Existing Manifesting Class
6th | +3 | +2 | +2 | +5 | Insane Focus (Swift action), Maddening Whispers(Frightening Presence) | +1 to Existing Manifesting Class
7th | +3 | +2 | +2 | +5 | Chaotic Insight (Level 5) | +1 to Existing Manifesting Class
8th | +4 | +2 | +2 | +6 | Barbed Mind | +1 to Existing Manifesting Class
9th | +4 | +3 | +3 | +6 | Chaotic Insight (Level 6) | +1 to Existing Manifesting Class
10th | +5 | +3 | +3 | +7 | Blast Sanity | +1 to Existing Manifesting Class[/table]
Class Features:
Weapon Proficiencies: A Maelstrom Mind gains no proficiencies with weapons and armor.
Manifesting: Whenever a Maelstrom Mind gains a level, they also gain power points, powers know, and manifester level as though they had also gained a level of their existing manifesting class. They choose which to add to if they had more than one already.
Breakdown(Ex): On taking her first level, the Maelstrom Mind suffers a psychotic break. Thereafter, she takes a penalty to all wisdom-based skill checks (except sense motive) equal to half her class level, rounded up. Additionally, she no longer needs sleep, though she does need 8 hours of uninterrupted rest to regain her power points and select a new power for Chaotic Insight.
At 3rd level, she permanently loses 2 points from two mental ability scores of her choice and becomes immune to fear effects.
At 5th level, she begins splitting her already near-incomprehensible communication between her telepathy and normal speech, and takes a penalty equal to her class level on all cha-based skill checks except intimidate.
At 7th level, she becomes insensible, losing her ability to see and hear as most people do to her now near-constant hallucinations, and gains blindsight to the radius of her telepathy while psionically focused.
At 9th level, her continually degenerating mind has taken a real toll on her body. She takes a permanent -2 to her strength and constitution.
Chaotic Insight: At 1st, 3rd, 5th, 7th, and 9th levels, a Maelstrom mind permanently loses knowledge of one power they know. Every day, for each power they've lost this way, they may choose a power from any class list of up to a power level indicated on the class table. For that day, they may manifest that power as though they knew that power.
Insane Focus(Su): At 2nd Level, a Maelstrom Mind may take 1d6 wisdom damage as a move action to automatically become psionically focused. At 6th level, this becomes a swift action.
Fractured Psyche(Ex): A Maelstrom Mind's thoughts too far removed from conventional thought to affect easily. At level 3, if a Maelstrom Mind fails on a will save against a mind-affecting effect, she may make a second will save against the same DC, but if she succeeds on that one, she is confused, as from the spell, for 1d8 rounds instead of being normally effected.
Telepathy(Su): As she gains in power, a Maelstrom Mind's insanity begins leeching out into her surroundings. At 4th level, a Maelstrom Mind gains telepathy to 10 feet per telepathy level.
Maddening Whispers(Su): A Maelstrom Mind has little control over her roiling psyche. Wherever she goes, she's followed by a susurrus of ghostly whispers. At level 4, within 5 feet per character level, characters and creatures with intelligence scores are aware of the Maelstrom Mind's presence, and any enemy that spends more than 1 round inside this radius takes a -2 penalty to will saves vs. mind-affecting powers of the Maelstrom Mind. Additionally, characters within this area cannot sleep.
At 6th level, a Maelstrom Mind's continual telepathic whispering takes a truly malevolent turn. Enemies inside the effect of Maddening Whispers when the Maelstrom Mind manifests a power, if they have fewer hit dice than the Maelstrom Mind, must succeed on a will save (DC 15 + manifesting stat modifier) or be shaken for 5d6 rounds. Enemies that succeed on this save are immune to it for 24 hours. This is a mind-affecting fear affect.
Barbed Mind(Su): No one knows the true nature of a Maelstrom Mind's madness, and attempts to descry it have only ended in failure. What is known is that their minds hide much darker secrets than they let on. Whenever someone attempts to read a Maelstrom Mind's mind via magic or psionics, they must make a DC 17 + Maelstrom Mind's manifesting stat modifier or die instantly(usually from their head exploding, their brain eating itself, or some such colorful effect). Characters killed this way can't be brought back by raise dead, due to their destroyed/missing brain. This is a death effect. This ability has no effect on other Maelstrom Minds or Creatures that can live without a brain.
Additionally, once per day, a Maelstrom Mind may make a touch attack against an enemy she is in mental contact with via telepathy. That enemy is counted as having read her mind for the purposes of this ability.
Blast Sanity(Su):The most powerful Maelstrom Minds can project their roiling thoughts into enemies' minds. At 10th level, when manifesting a mind-affecting power, a Maelstrom Mind may expend her psionic focus. If she does, all enemies who fail their save, instead of being normally affected, go insane, as though affected by the power insanity.
Changes so far:
Adjusted Breakdown
Expanded Maddening Whispers
Fixed stat to use for Barbed Mind
Fixed Telepathy