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View Full Version : (3.5) Mahadi - Disciple of The Weirding Ways (PEACH)



nonsi
2011-12-05, 06:23 PM
.
I’ve been trying forever to find a way to make this class come to life, but just didn’t know where to begin . . . until Phosphate came up with his homebrew Mentat (http://www.giantitp.com/forums/showthread.php?t=214236), which presented some ingenious abilities & ability-names

Basically, this homebrew base class is meant to be a sort of cocktail between:
1. Frank Herbert’s Muad-Dib – evolving into Leto II and beyond (highest priority)
2. Phosphate’s homebrew abilities (secondary priority, but with heavy influence)
3. David Lynch’s vision of Muad-Dib (just a touch – especially the blasting voice).

OTOH, I don't want it to be settings-specific, so desert worms, water of life, the spice and such are not mentioned.

In terms of tier & power, I’m aiming toward a high-powered tier 3, bordering tier 2 (but not quite)

Other than that, I’m open to suggestions for a better name, but it won’t be “Mentat” (Thufir Hawat had no Weirding background whatsoever).
Also I'd appreciate some help in polishing the table format





Mahadi (single as well as plural) are individuals who train their minds to work like machines, gaining sizable benefits from their greatly increased perception and cognition, and also developing psychic powers of their own by means of projecting their own essence in various ways.

Mahadi are extremely rare, as their understanding of sentience and the complexity of civilization forever renders them unhappy souls.

Mahadi never present themselves by title “Mahadi”, always driven by the feeling that they’re compelled to follow that path to fulfill the calling of some kind of mandatory destiny.
Instead, a mahadi simply refers to himself as “a disciple of the weirding ways”.

Stats: Mahadi have Int as their main attribute. They should also spare a point or two for Wisdom, as a secondary ability, and a possible source of sturdiness.

Race: Normally races that have an Int penalty shouldn't produce mahadi , but there have been exceptions to this. The gnomes are those who most often choose to embrace this path.

Alignment: Any Lawful.

HD: d6


{table=head]
Level | BAB | Fort | Ref | Will |
Special |
Unarmed Damage |
Int Increase |
Placebo |
Deflective Shield |
The Voice

1st |+0|+0|+2|+2| The Weirding Ways, Backlash, Analytical Effort, Extreme Focus, Scorn Wealth |
1d4 | | | |
Command(1)

2nd |+1|+0|+3|+3| Immediate Familiarization | |
+1 |
1st

3rd |+2|+1|+3|+3| Recall Memories | | | |
+1 |
Touch Of Idiocy(1)

4th |+3|+1|+4|+4| Sudden Relocation | | |
2nd

5th |+3|+1|+4|+4| Immaculate Awareness, Spontaneous Visions | |
+2 | | |
Suggestion(2)

6th |+4|+2|+5|+5| Perceptive Grace | | |
3rd |
+2

7th |+5|+2|+5|+5| Perfect Sentience |
1d6 | | | |
Crushing Despair(2)

8th |+6|+2|+6|+6| Innate Deflection | |
+3 |
4th

9th |+6|+3|+6|+6| Abundant Influence | | | |
+3 |
Shout(2)*

10th |+7|+3|+7|+7| Mindspeak | | |
5th

11th |+8|+3|+7|+7| Sensory Stowaway | |
+4 | | |
Dominate Person(3)

12th |+9|+4|+8|+8| Projected Blow | | |
6th |
+4

13th |+9|+4|+8|+8| Mental Copy |
1d8 | | | |
Mass Suggestion(3)

14th |+10|+4|+9|+9| Spectral Echo | |
+5 |
7th

15th |+11|+5|+9|+9| Tap Onto The Masses | | | |
+5 |
Greater Shout(3)*

16th |+12|+5|+10|+10| Mind Fused With Matter | | |
8th

17th |+12|+5|+10|+10| Flurry of Relocations | |
+6 | | |
Dominate Animals(4)**

18th |+13|+6|+11|+11| Extreme Rationality | | |
9th |
+6

19th |+14|+6|+11|+11| Foresight |
1d10 | | | |
Dominate Monster(4)

20st |+15|+6|+12|+12| Computing Aura | |
+7 |
10th

[/table]


Class Skills: All. Mahadi have an innate talent to learn just about anything as easily as anyone else.
Skill Points per level: 4 + Int-mod.

Weapons and Armor Proficiencies: Mahadi are proficient with Unarmed strike + light blades + any 2 other weapon groups. They're also proficient with Light, no shield.



Class Features

The Weirding Ways (Ex)
Mahadi forever handle themselves to improve the power of their minds.
A mahadi starts with a Weirding pool of 3 plus his Int-mod.
Every time a mahadi levels, his Weirding pool capacity increases by +1.
A mahadi’s Weirding pool Regains 1 point / hour of not straining one’s self (fighting, running, laboring, using Weirding etc).
Inseparable from the basic training of the weirding ways are extensive trainings of unarmed combat. They have increased unarmed damage and they receive ½ their Int-mod as dodge AC.

Backlash
The mahadi is still a mortal being with limits, and cannot strain his mind infinitely.
Every time a mahadi uses a class feature that requires Weirding points, but has already used up his daily Weirding pool, his Weirding pool escalates to ever negative values and he must make a Fort save vs. DC [10 + ½ expended Weirding points] AND a Will Save against DC [15 + twice the Weirding cost of the class feature].
If he fails the Fort Save, he takes 1d10 untyped damage. If he fails the Will Save, he takes 1 WIS damage and is stunned for 1 round. If he fails both, he takes [10 * the Weirding cost of the class feature] untyped damage, and 1d4 WIS damage, and is stunned for 1 round.
Note: just because a mahadi's ability backlashes, doesn't mean it fails. Mahadi abilities don’t fail.

Analytical Effort (Ex)
Mahadi have keen and analytical minds. They know how to use any minute piece of information to their advantage.
By spending 1 Weirding point as a swift action, a mahadi can add his Int-mod to any single d20-based effort that take 1 round or less to execute, with the exception of level check.

Extreme Focus
The path of a true mahadi requires unswerving devotion.
Unlike any other base class, a multi-classed character can never transcend 5th mahadi level. A mahadi that has transcended 5th level cannot take levels in another class, forever bound in his destiny, until he’s completed the journey to level 20.
A mahadi’s alignment cannot be influenced by mortal means. If it is changed by direct divine intergention, it resets after 1 week per shift has passed (to a maximum of 3 weeks), until then, a mahadi cannot advance in this class.

Scorn Wealth
Mahadi rely more than anything else on their force of personality and persuasiveness, resorting to violence only when no other option is available.
They also don't feel comfortable poking eyes with too much wealth, preferring to set example that one can achieve their goals without relying too much on property or equipment.
At any given time, a mahadi will not own more than 1/3 the WBL listed in the PHB (or as agreed upon by the group).
From the little wealth a mahadi does have, no more than 50% will pose magical items, and jewelry will consist exclusively of magical items (as hidden away from sight as possible) and non-tradable family heirlooms / status symbols (such as duke Leto’s ring).

The Voice (Sp)
Mahadi know how to alter and manipulate their voice to influence others in various harmful ways.
Except for the effects detailed below, all “The Voice” powers emulate the official spells of the same name.
Mahadi are immune to any effect of “The Voice”, provided they possess the ability to produce the said effects. This, however, does not make them immune to such effects generated by other means (spells or other class abilities).
Each of “The Voice” powers is accompanied with a number in parenthesis, which stands for the Weirding cost of the given power.
Most powers work just as the spells of the same name. 3 of them are different:
* Shout & Greater Shout, applied with this power may be given a special twist – by investing an extra Weirding point, they can be made to assault the very being of sentient beings and animated objects from the inside, thus skipping inanimate targets completely. By investing one more extra Weirding point, a mahadi can affect only specific targets – up to 1 target per Int-mod – or exclude up to this number from the lot.
Special: Mahadi are immune to “The Voice”-generated Shout & Greater Shout only when they’re modified to exclude inanimate objects, given mahadi have no special resistance to sonic effects.
** Dominate Animals power is somewhat similar to the Dominate Animal spell, but its scope is by far greater. It affects any living creature type that has an average Int-score 2 or lower (restriction: awakened creatures do not count as their pre-awakening creature type) and influences all creatures with long range that the mahadi can perceive and wishes to influence, up to his Int-mod. Furthermore, the duration of this power is measured in hours, divided by the number of influenced creatures, and the DC to resist this power is [10 + Mahadi class level + CHA-mod].
Writer’s Comment: This is the first of the two most iconic powers of The Weirding Ways.

Immediate Familiarization (Ex)
A Mahadi may train with any melee weapon (simple, martial or exotic) for 1 hour to become proficient with it, no drawback. He is only proficient with that particular weapon, not with that weapon type (therefore, he is not treated as proficient with other weapons that look exactly the same).
By spending 1 Weirding point, he may shorten the duration to a full round action.
This temporary training is lost if and when re-applied to a different weapon or when the mahadi falls asleep.

Int Increase
A mahadi’s intense mental training and practice continuously increase his Int-score.

Placebo (Ex)

At every even level, a mahadi may learn a Placebo.
Placebos, as far as the Mahadi goes, are the means of mentally influencing his metabolism to lessen or even negate conditions through sheer force of will.
All Placebos are personal, require no action, apply to self only and cost 1 Weirding point (unless noted otherwise). Some are will-derived and some (stated explicitly) activate on their own.


Deny Dehydration
Requirement: Endurance
You’re treated as if you have fulfilled your need for drink for the day.
Each additional day costs 1 Weirding point more than the previous.

Deny Disease
Requirement: 4th level
You may recover from a disease.
Additionally, once per day, at no Weirding cost, you may choose to ignore the effects of a disease when it forces you to roll a Fort save, as if you instantly won it.

Deny Fatigue
You may lessen Exhausted condition and become Fatigued instead.
You may negate Fatigued condition.
Both may be applied simultaneously, if needed.

Deny Fear
Each Weirding point you invest lessens the severity of Fear you experience by 1 step.

Deny Indigestion
You may lessen Nauseated condition and become Sickened instead.
You may negate Sickened condition.
Both may be applied simultaneously, if needed.

Deny Pain
You may negate non-lethal damage and ignore pain-derived conditions (such as speed-reduction) for 1 round per Int-mod.

Deny Poison
Requirement: 6th level
1 Weirding point allows you to negate a poison’s secondary effect.
2 Weirding points allows you to negate a poison immediately upon failing its initial saving throw.

Deny Sustenance
Requirement: Endurance
You’re treated as if you have fulfilled your need for food for the day.
Beyond the first 3 days, each additional day costs 1 Weirding point more than the previous.

Deny Temperature
You passively shrug off the influence of temperature. Suppressing this ability is a full round action, and reactivating it is a free action. While this ability is active, the weather seems like it is 25 degrees closer to normal (70 degrees is normal, if the difference between outside temperature and 70 is lower than 25, then treat the temperature as simply being 70).
Each 25 degrees shift beyond the first costs 1 more Weirding point.

Normalizing Will
You may gain SR [10 + Class Level + Int-mod] for 10min per Int-mod.

Recuperate
You may lessen Paralyzed condition and become Stunned instead.
You may lessen Stunned condition and become Dazed instead.
You may negate Dazed condition.
All of the above may be applied simultaneously, if needed.

Refocus
Requirement: Recuperate
You automatically recover from Dazzled or Fascinated condition.

Stabilize
You may lessen Blown-Away condition and become Knocked-Down instead.
You may lessen Knocked-Down condition and become Checked.
You may negate Checked condition.
All of the above may be applied simultaneously, if needed.

Will to Survive
Requirements: Diehard
Whenever you drop below 0 HP (cross the threshold between positive and negative HP), if you’re not rendered Dying, you may spend 1 Weirding point to instantly get back to 1 HP and avoid the Stable/Disabled condition. If you are rendered dying, you may stabilize at -1, or spend 2 Weirding points to get back to 1 HP as noted above.



Writer’s Comment: This category of abilities greatly aids mahadi to endure physical hardships and serves as the weirding ways’ Mind-Over-Body ability.


Recall Memories (Ex)
By spending 1 Weirding point, a mahadi can clearly and explicitly narrate or write about anything that happened around him for 24 hours. So, for instance, if he read a book in a day, he can copy every single page of it the next day, from memory, and if he saw someone, he can make an incredibly realistic portrait of that person.
Furthermore, for the next 24 hours, the mahadi gains ½ his class level as a bonus to all trained Knowledge checks.

Deflective Shield (Ex)
Starting at 3rd level, a mahadi learns how to build and utilize a special belt-like device that weighs about 3lb and allows him to focus his mental power into a deflective force-armor.
The indicated value applies as deflection AC, and as double effect isolation from temperature and electricity (resistance to cold, electricity and fire.
The shield needs recharging, though. To have it usable for 24 hours, you must either zap it with an electric spell of at least Level 3, or the mahadi must channel his mental power into it, investing 2 Weirding points as a standard action.
Special: The device has to be altered by the mahadi every time this ability grows, but when used by others, it generates the deflective field only when charged with electrical spells.

Sudden Relocation (Su)
By spending 1 Weirding point per relocation, a mahadi may, anytime and up to Int-mod times within a given combat round, teleport 5ft in any direction, including upwards and downwards.
This is a free action that can be taken between the hits in a full attack, and does not provoke AoOs.
It is always accurate, line of sight with the destination is not required, and is immune to effects that ban astral travel, such as Dimensional Lock. Line of effect, however, is required (you cannot use this ability to pass through solid matter).
Also, the mahadi retains momentum as if he moved that distance, so if by relocating he comes next to an opponent, that opponent takes damage equal to double the AC bonus of his Deflective Shield (IF the shield is active, that is).
Writer’s Comment: This is the second of the two most iconic powers of The Weirding Ways.

Immaculate Awareness (Ex)
5th level mahadi have unparalleled awareness of their immediate vicinity. They’re immune to flanking and possess UD (IUD as long as their Weirding pool is positive).

Spontaneous Visions
Every once in a while, the mahadi experiences glimpses of the future.
He has no control of when these visions occur, but when they do occur, they show either true events to come, or metaphoric images of a generally immanent future.
The higher the mahai’s level, the more frequent, potent and accurate the visions become.
Note: As a rule of thumb, these visions are not meant as a tool for the mahadi use or benefit, but rather to reveal his destiny and limit his choices in future events to come. Regardless of their alignment, mahadi can perform great acts of mercy or heinous atrocities – all in the name of what they deem necessary to advance the cause they believe in. A mahadi should have a radically powerful incentive not to follow any direction his visions dictate (even self preservation, or the well being of his friends and family should be carefully assessed vs. the majority of his visions, should they contradict a specific vision).

Perceptive Grace (Ex)
The mahadi’s trained intellect and observation of the tiniest details and insights greatly aids his survivability and influence over others.
He gains his Int-mod to initiative, all saving throws and all perception-associated skill checks (Appraise, Decipher Script, Listen, Search, Sense Motive and Spot).

Perfect Sentience (Sp)
Starting at 7th level, a mahadi may use any Divination spell as if he were a spellcaster of his level and with the appropriate ability modifier equal to his Int-mod. He manifests these powers as (Sp) abilities.
The Weirding cost, however, is independent of the level of the powers: it is simply equal to the number of powers the mahadi used during the day before it (so the first power requires no Weirding, the second requires 1, the third 2, etc).
A mahadi will normally manifest any power he knows only once per day. Manifesting the same power between full night’s rests doubles the Weirding cost per extra usage (double, then triple, then quadruple etc).
Writer’s Comment: This power is basically “Kwisatz Hadarach”.

Innate Deflection (Su)
At 8th level, a mahadi transcends his dependence upon the device that generates his deflective shield.
From this point and on, as long as the mahadi has any Weirding points left.

Abundant Influence (Sp)
The mahadi learns how to create tangible objects and materials with his very thoughts.
Starting at 9th level and each level thereafter, a mahadi may learn a spell with the Force descriptor or a spell that’s categorized ‘Conjuration (creation).
At 9th level, a mahadi may choose a 1st level effects. With each 1 levels thereafter, the SL available to him with this ability increases by +1, capped at 9th SL at the theoretical Mahadi level 25.
A mahadi generates these effects as if he were a caster of his Mahadi class level and with primary ability equal to his Int. He manifests these powers as (Sp) abilities.
The Weirding cost isn’t depended on the level of the spells: it is simply equal to the number of spell effects the mahadi used during the day +1 (so the first spell effect requires 1 Weirding, the second requires 2, etc).
A mahadi will normally manifest any power he knows only once per day. Manifesting the same power between full night’s rests doubles the Weirding cost per extra usage (double, then triple, then quadruple etc).

Mindspeak (Su)
When using one of his “The Voice” powers, the mahadi may influence the minds of creatures that merely hear his voice. They do not need to understand his spoken language, but rather feel his exact wishes and intentions.
Furthermore, by increasing the Weirding investment by +1, any of his “The Voice” powers breaches through any and all magical silence effects and dispels them.

Sensory Stowaway (Su)
Every sentient entity emits minute traces of its thoughts and senses. Mahadi eventually learn to tap onto those traces, given they’re within line of effect.
By spending 1 Weirding point as a standard action, an 11th level mahadi can sense all sentient creatures at close range and tell their species, gender and age. This power lasts for 1 round per the mahadi’s Int-bonus (min 1).
As long as the mahadi can sense creatures around himself, he may target any one of them and “hitch a ride” onto one of its senses. This secondary option lasts a round per Mahadi class level. The mahadi can tap onto more of its target’s senses, by spending a standard action. Using any of the target’s senses nullifies the mahadi’s corresponding senses.
Writer’s Comment: Maud-Dib used his son’s eyes to neutralize the pace-dancer assassin.

Projected Blow (Su)
A mahadi of level 7 learns to produce meager mental constructs to extend his attacks. By spending 1 Weirding point, when making a standard or full attack, he can use his melee weapons at double range. If he does so, his weapons are treated as Force weapons, and he loses any benefit derived from having his weapons crafted out of a special material (so, for instance, you lose the Cold Iron, but keep the Vorpal property).

Mental Copy (Su)
You generate a replica of yourself made of force. Creating and dismissing a mental copy is a standard action. Maintaining a mental copy requires 1 Weirding point per hour.
You may only have one Mental Copy.
The Mental Copy is exactly like you in every aspect, except as explained below:
- A Mental Copy does not incur penalties to STR and DEX due to aging. Regardless of your age, they do not apply to them.
- A Mental Copy is immune to damage from Force effects, and its melee attacks are treated as Force based.
- Magical Items duplicated when creating a Mental Copy lose their magical effects (masterworks remain masterworks). If any belonging of a Mental Copy would stop being in contact with it, it vanishes 1 second later (this means that Mental Copies can only use Longbows and other similar weapons at point blank).
- A Mental Copy does not have HD or a Constitution Score. Instead of those, whenever the mental copy receives lethal damage, it vanishes. If a Mental Copy is slain, the mahadi loses 1 Weirding.
- A Mental Copy still has all (Ex), (Su) and (Sp) abilities of the mahadi. It can use abilities that spend Weirding. In this case, both the mahadi AND the Mental Copy pay the Weirding cost.
- A Mental Copy does not have all senses. It has only normal vision and hearing. However, if within line of sight of the mahadi, it perceives all that the mahadi perceives. The mahadi and his Mental Copy communicate telepathically. It is not as immersive for both of them however. The mahadi may only ask and receive questions and issue commands as in normal speaking, and see through the Mental Copy's eyes.
Writer’s Comment: This is the mahadi’s ability to “be there without actually being there”.

Spectral Echo (Su)
By spending 2 Weirding points, the mahadi can generate a full, yet ephemeral, shadowy version of himself on a whim.
Whenever he makes an attack, he may choose to, as a swift action, land another attack, with the same attack modifiers, on any opponent adjacent to either himself or his first target. This second attack is either ghostly (ignores armor bonus to AC) or force-based.
Any effect that may be incurred due to the second attack (burning yourself by attacking a fire elemental, or sundering your weapon on hard target) does not apply.
You may use Spectral Echo as a non-action, while performing an attack, but at a cost of 3 Weirding points.

Tap Onto The Masses (Su)
This power greatly enhances its “younger sibling”: Sensory Stowaway.
First, the mahadi now continuously senses all creatures around him.
Second, by spending 2 Weirding points, the mahadi may tap onto all senses of all creatures around himself and without it coming at the expense of his own senses.
Writer’s Comment: Just before his assassination, Maud-Dib effortlessly knew exactly who was around him and where.

Mind Fused With Matter (Su)
A level 16 mahadi learns to force reality to act on behalf of his perception.
Once per turn, as a free action paying 1 Weirding per mile rounded up, a mahadi may transport his body wherever his Mental Copy is, the Mental Copy is destroyed. For this ability to work, only the Mental Copy must not be in an antimagic field. The state of the mahadi is irrelevant, as long as he is conscious.

Flurry of Relocations (Su)
As a full round action, the mahadi can spend his swift action and 2 Weiring points to make a full attack with teleports before each attack – all at his highest BAB, and all gaining his extra Deflection associated damage bonus.
Until the beginning of his next turn, the mahadi cannot be targeted by AoOs, or any immediate or readied actions.
Writer’s Comment: This is Leto’s power when he returned from the desert to announce The Golden Path.

Extreme Rationality (Ex)
The mahadi has improved his logic and Weirding to such levels that he is completely beyond the understanding of other sentient beings. Whenever it is more beneficial to him, he may treat himself as Mindless. Additionally, he gains an Insight bonus to attack equal to the number of rounds that have passes since the start of an encounter, as he is able to analyze his foes in great detail.

Foresight (Ex)
The mahadi now constantly benefits from Foresight spell effect.

Computing Aura (Su)
At level 20, knowledge starts passively seeping out of the mahadi. Everyone in a 60ft spread centered on him gains Weirding points equal to a third of the mahadi's rounded down, gains a Competence bonus equal to his Int-mod to all their trained skills and lose 1 Weirding point every time they make a skill check (they don't get to choose not to use it), and suffer Backlash when Backlash is to be applied.
Dismissing and recalling this effect is a full round action.
The mahadi may choose specific targets to not be affected by this aura, with a Weirding cost of 1 per affected target per hour.

nonsi
2011-12-08, 01:30 AM
2 days, 116 readers... no PEACHes (tough crowd :smallfrown:)

Is it that good or that bad ???

nonsi
2011-12-10, 06:31 PM
Ok, I’ve been working on this class for quite a few days and really thought I nailed a versatile and attractive base class here.
Well, 5 days and 200 readers producing absolutely no feedbacks obviously prove me dead wrong.

I wish to figure out what made this class so unappealing.
I have some assumptions and I’ll need feedbacks to know which one’s right:
- Alignment and/or multiclassing and/or wealth restrictions.
- Too much accessibility to divination.
- The class feels too much NPC.
- I was completely off key to meet my own proclaimed goals.
- Not enough room for customization.
- The class doesn’t shine at any particular role / step on other classes’ toes.
- The class name is unappealing.
- Too many columns on the table.
- The absence of BAB & saves columns.
- The class’ features fail to represent the abilities presented in Dune.
- Dune is a taboo not to be tampered with / The Weirding Ways are just not interesting as a concept.
- Muad-Dib can be more or less implemented by multiclassing existing official classes.
. . .
- Something else.


I’m at a loss here, so help me out people.

BelGareth
2011-12-11, 10:42 PM
Ok, I’ve been working on this class for quite a few days and really thought I nailed a versatile and attractive base class here.
Well, 5 days and 200 readers producing absolutely no feedbacks obviously prove me dead wrong.

I wish to figure out what made this class so unappealing.
I have some assumptions and I’ll need feedbacks to know which one’s right:
- Alignment and/or multiclassing and/or wealth restrictions.
- Too much accessibility to divination.
- The class feels too much NPC.
- I was completely off key to meet my own proclaimed goals.
- Not enough room for customization.
- The class doesn’t shine at any particular role / step on other classes’ toes.
- The class name is unappealing.
- Too many columns on the table.
- The absence of BAB & saves columns.
- The class’ features fail to represent the abilities presented in Dune.
- Dune is a taboo not to be tampered with / The Weirding Ways are just not interesting as a concept.
- Muad-Dib can be more or less implemented by multiclassing existing official classes.
. . .
- Something else.


I’m at a loss here, so help me out people.

I have been one of those readers with out commenting, I have been intending to comment on this class for a while, just haven't gotten around to it.

I believe that a lot of it is your non standard format, Take a look at these examples:
Krimm_BlackLeaf (http://www.giantitp.com/forums/showthread.php?t=101436)'s Apocalypse Mage
T.G. Oskar (http://www.giantitp.com/forums/showthread.php?t=219165) Retooled PRC's

Both are well known and solid Homebrewers, take a look at the tables.

A table should be (in order) BAB, Fort, Ref, Will, Special (class features), Spellcasting/Invocations/Incarnum ect (if applicable)

All class features, after weapon proficiency's and spellcasting, should then be explained in order that they are listed on the table.

After clearing this up then I assume you would get more comments.
I don't care about the Dune context, although making it ambiguous to the Dune dogma may help, just saying it's Dune inspired should be enough.

Fix the table up and then i'll PEACH the class.

nonsi
2011-12-12, 02:35 AM
Ok, I added BAB & saves columns and cleaned up the table appearance.
Also, AFAIK, the class features are already in order as they appeare in the table (primary sort: vertical, secondary sort: horizontal).

As for Int Increase, Placebo, Deflective Shield and The Voice columns - I see no reason to mesh them into the Special column just for the sake of "following regulations", if it will not aid in figuring the class' features and level of power (in my view it will actually make the table less easy to view).

BelGareth
2011-12-12, 02:01 PM
Okay first things first it looks like it has too many abilities, it's haphazard format is disconcerting,(possibly a reason why no PEACHing) I'll let you know, I'm not pulling any blows.


.
Mahadi (single as well as plural) are individuals who train their minds to work like machines, gaining sizable benefits from their greatly increased perception and cognition, and also developing psychic powers of their own by means of projecting their own essence in various ways.

Mahadi are extremely rare, as their understanding of sentience and the complexity of civilization forever renders them unhappy souls.

Mahadi never present themselves by title “Mahadi”, always driven by the feeling that they’re compelled to follow that path to fulfill the calling of some kind of mandatory destiny.
Instead, a mahadi simply refers to himself as “a disciple of the weirding ways”.

Stats: Mahadi have Int as their main attribute. They should also spare a point or two for Wisdom, as a secondary ability, and a possible source of sturdiness.

Race: Normally races that have an Int penalty shouldn't produce mahadi , but there have been exceptions to this. The gnomes are those who most often choose to embrace this path.

Great fluff, not much else to say.



Alignment: LN only. Mahadi are neither good nor evil. They simply walk the path – and do so with unswerving dedication. They can perform great acts of mercy or heinous atrocities – all in the name of what they believe to be necessary to advance the cause they believe in.

Only LN?? thats ridiculous, maybe restrict to only Neutral....but only one alignment?



HD: d6

Having medium BAB, unarmed strike (w/ imp unarmed strike) it should be a minimum of d8...but this will be discussed later.



{table=head]
Level | BAB | Fort | Ref | Will |
Special |
Unarmed Damage |
Int Increase |
Placebo |
Deflective Shield |
The Voice

1st |+0|+0|+2|+2| The Weirding Ways, Backlash, Analytical Effort, Extreme Focus, Scorn Wealth |
1d4 | | | |
Command(1)

2nd |+1|+0|+3|+3| Immediate Familiarization | |
+1 |
1st

3rd |+2|+1|+3|+3| Recall Memories | | | |
+1 |
Touch Of Idiocy(1)

4th |+3|+1|+4|+4| Sudden Relocation | | |
2nd

5th |+3|+1|+4|+4| Immaculate Awareness, Spontaneous Visions | |
+2 | | |
Suggestion(2)

6th |+4|+2|+5|+5| Perceptive Grace | | |
3rd |
+2

7th |+5|+2|+5|+5| Perfect Sentience |
1d6 | | | |
Crushing Despair(2)

8th |+6|+2|+6|+6| Innate Deflection | |
+3 |
4th

9th |+6|+3|+6|+6| Abundant Influence | | | |
+3 |
Shout(2)*

10th |+7|+3|+7|+7| Mindspeak | | |
5th

11th |+8|+3|+7|+7| Sensory Stowaway | |
+4 | | |
Dominate Person(3)

12th |+9|+4|+8|+8| Projected Blow | | |
6th |
+4

13th |+9|+4|+8|+8| Mental Copy |
1d8 | | | |
Mass Suggestion(3)

14th |+10|+4|+9|+9| Spectral Echo | |
+5 |
7th

15th |+11|+5|+9|+9| Tap Onto The Masses | | | |
+5 |
Greater Shout(3)*

16th |+12|+5|+10|+10| Mind Fused With Matter | | |
8th

17th |+12|+5|+10|+10| Flurry of Relocations | |
+6 | | |
Dominate Animals(4)**

18th |+13|+6|+11|+11| Extreme Rationality | | |
9th |
+6

19th |+14|+6|+11|+11| Foresight |
1d10 | | | |
Dominate Monster(4)

20st |+15|+6|+12|+12| Computing Aura | |
+7 |
10th

[/table]

still think everything should be in the special column, maybe unarmed damage can remain, but meh, its your class.



Class Skills: All. Mahadi have an innate talent to learn just about anything as easily as anyone else.
Skill Points per level: 6 + Int-mod.

All? hmmm...ok, but 6+ int is WAY to much, if Int is the main stat then you could easily drop it down to 4+ or even 2+. With your built in Int increase, I would put this at 2+ Int.



Weapons and Armor Proficiencies: Mahadi are proficient with Unarmed strike + light blades + any 2 other weapon groups. They're also proficient with Light, no shield.

Needs to be rewritten, looks lazy. Also, are they only proficient with unarmed strikes? As in they receive the improved unarmed strike feat? If so needs to be its own ability, if not they still only deal non lethal damage with their strikes. Any other two weapon groups seems amorphous, you might want to define the prof's a little more. something like:

Weapons and Armor Proficiencies: Mahadi are proficient with all simple weapons as well as with two martial weapons of their choice. They are also proficient with Light armor, but no with shields.



The Weirding Ways (Ex)
Mahadi forever handle themselves to improve the power of their minds.
A mahadi starts with a Weirding pool of 3 plus his Int-mod.
Every time a mahadi levels, his Weirding pool capacity increases by +1.
A mahadi’s Weirding pool Regains 1 point / hour of not straining one’s self (fighting, running, laboring, using Weirding etc).
Inseparable from the basic training of the weirding ways are extensive trainings of unarmed combat. They have increased unarmed damage and they receive ½ their Int-mod as dodge AC.

This needs to be changed to 'regain all weirding points back after resting for 8 hours'. gaining only 1/hour means, at higher levels, you will not gain all your pool back in one rest period. Reducing the want to use all of them (or most of them).
You need to add the improved unarmed strike her as a bonus feat, if not they deal non lethal damage. also, d6 HD with a class that provides unarmed strike + dodge bonus to ac is too low, it needs increasing or lose the unarmed damage all together.

Also, given that you must spend weirding points to use The Voice abilities, you are granted to little, this needs to be increased. (Just my opinion, I could be wrong, but everything costs a weird point) maybe a chart to reflect how may you would have may help)



Backlash
The mahadi is still a mortal being with limits, and cannot strain his mind infinitely.
Every time a mahadi uses a class feature that requires Weirding points, but has already used up his daily Weirding pool, his Weirding pool escalates to ever negative values and he must make a Fort save vs. DC [10 + ½ expended Weirding points] AND a Will Save against DC [15 + twice the Weirding cost of the class feature].
If he fails the Fort Save, he takes 1d10 untyped damage. If he fails the Will Save, he takes 1 WIS damage and is stunned for 1 round. If he fails both, he takes [10 * the Weirding cost of the class feature] untyped damage, and 1d4 WIS damage, and is stunned for 1 round.
Note: just because a mahadi's ability backlashes, doesn't mean it fails. Mahadi abilities don’t fail.

This is interesting, I like the ability to go beyond the pool of given points, but maybe this is too much damage? I would like this better if it were one save and just the untyped damage, representing the Mahadi being fatigued and suffering backlash to his physical body.



Analytical Effort (Ex)
Mahadi have keen and analytical minds. They know how to use any minute piece of information to their advantage.
By spending 1 Weirding point as a swift action, a mahadi can add his Int-mod to any single d20-based effort that take 1 round or less to execute, with the exception of level check.

This is interesting, I can't see this being broken, but I can see this being abused in combat.



Extreme Focus
The path of a true mahadi requires unswerving devotion.
Unlike any other base class, a multi-classed character can never transcend 5th mahadi level. A mahadi that has transcended 5th level cannot take levels in another class, forever bound in his destiny, until he’s completed the journey to level 20.
A mahadi’s alignment cannot be influenced by mortal means. If it is changed by direct divine intergention, it resets after 1 month per shift has passed (to a maximum of 3 weeks), until then, a mahadi cannot advance in this class.

This seems awkward and unwieldy, why not just emulate the paladins ex class abilities? No need to re invent the wheel.



Scorn Wealth
Mahadi rely more than anything else on their force of personality and persuasiveness, resorting to violence only when no other option is available.
They also don't feel comfortable poking eyes with too much wealth, preferring to set example that one can achieve their goals without relying too much on property or equipment.
At any given time, a mahadi will not own more than 1/3 the WBL listed in the PHB (or as agreed upon by the group).
From the little wealth a mahadi does have, no more than 50% will pose magical items, and jewelry will consist exclusively of magical items (as hidden away from sight as possible) and non-tradable family heirlooms / status symbols (such as duke Leto’s ring).
Strange, a psuedo vow of poverty built in. Is there a penalty if they own more than 1/3 WBL? This comes off as cumbersome and ANOTHER thing for the player to keep track of, something as player I hate to do, there are many things to keep track of anyway. This seems like its unnecessary, if they want to take the VOP then let them. If not then lose this. Or just make it so they cannot show their wealth or something similar.



The Voice (Sp)
Mahadi know how to alter and manipulate their voice to influence others in various harmful ways.
Except for the effects detailed below, all “The Voice” powers emulate the official spells of the same name.
Mahadi are immune to any effect of “The Voice”, provided they possess the ability to produce the said effects. This, however, does not make them immune to such effects generated by other means (spells or other class abilities).
Each of “The Voice” powers is accompanied with a number in parenthesis, which stands for the Weirding cost of the given power.
Most powers work just as the spells of the same name. 3 of them are different:
* Shout & Greater Shout, applied with this power may be given a special twist – by investing an extra Weirding point, they can be made to assault the very being of sentient beings and animated objects from the inside, thus skipping inanimate targets completely. By investing one more extra Weirding point, a mahadi can affect only specific targets – up to 1 target per Int-mod – or exclude up to this number from the lot.
Special: Mahadi are immune to “The Voice”-generated Shout & Greater Shout only when they’re modified to exclude inanimate objects, given mahadi have no special resistance to sonic effects.
** Dominate Animals power is somewhat similar to the Dominate Animal spell, but its scope is by far greater. It affects any living creature type that has an average Int-score 2 or lower (restriction: awakened creatures do not count as their pre-awakening creature type) and influences all creatures with long range that the mahadi can perceive and wishes to influence, up to his Int-mod. Furthermore, the duration of this power is measured in hours, divided by the number of influenced creatures, and the DC to resist this power is [10 + Mahadi class level + CHA-mod].
Writer’s Comment: This is the first of the two most iconic powers of The Weirding Ways.

Simple, this is well done.



Immediate Familiarization (Ex)
A Mahadi may train with any melee weapon (simple, martial or exotic) for 1 hour to become proficient with it, no drawback. He is only proficient with that particular weapon, not with that weapon type (therefore, he is not treated as proficient with other weapons that look exactly the same).
By spending 1 Weirding point, he may shorten the duration to a full round action.

Interesting, this class does not seem like a fighter type, I know your emulating the Dune dogma, but this seems inappropriate. If you keep this, how long does this last? forever? or for a day?



Int Increase
A mahadi’s intense mental training and practice continuously increase his Int-score.

I'm not sure why you have this, this is unnecessary IMHO, a Monk does "intense mental training and practice" but does not gain bonus to Wis or any other class for that matter.



Placebo (Ex)

This needs an explanation, its just thrown out with no reason as to why.



Deny Dehydration
Requirement: Endurance
You’re treated as if you have fulfilled your need for drink for the day.
Each additional day costs 1 Weirding point more than the previous.

This is cool



Deny Disease
Requirement: 4th level
You may recover from a disease.
Additionally, once per day, at no Weirding cost, you may choose to ignore the effects of a disease when it forces you to roll a Fort save, as if you instantly won it.

A little too powerful, maybe grant a bonus to disease?



Deny Fatigue
You may lessen Exhausted condition and become Fatigued instead.
You may negate Fatigued condition.
Both may be applied simultaneously, if needed.

I like this.



Deny Fear
Each Weirding point you invest lessens the severity of Fear you experience by 1 step.

Nice, you may want to apply a cap to this, giving, eventually immunity to fear.



Deny Indigestion
You may lessen Nauseated condition and become Sickened instead.
You may negate Sickened condition.
Both may be applied simultaneously, if needed.

Deny Pain
You may negate non-lethal damage and ignore pain-derived conditions (such as speed-reduction) for 1 round per Int-mod.

Deny Poison
Requirement: 6th level
1 Weirding point allows you to negate a poison’s secondary effect.
2 Weirding points allows you to negate a poison immediately upon failing its initial saving throw.

Deny Sustenance
Requirement: Endurance
You’re treated as if you have fulfilled your need for food for the day.
Beyond the first 3 days, each additional day costs 1 Weirding point more than the previous.

Deny Temperature
You passively shrug off the influence of temperature. Suppressing this ability is a full round action, and reactivating it is a free action. While this ability is active, the weather seems like it is 25 degrees closer to normal (70 degrees is normal, if the difference between outside temperature and 70 is lower than 25, then treat the temperature as simply being 70).
Each 25 degrees shift beyond the first costs 1 more Weirding point.
Nice


Normalizing Will
You may gain SR [10 + Class Level + Int-mod] for 10min per Int-mod.
This seems like it was just thrown in with the mix, first off, what action is it? Why no level requirement? you could feasibly get this at 2nd level. Does it cost weird points or is it free? + Int is too powerful. 10min/class is too powerful.


Recuperate
You may lessen Paralyzed condition and become Stunned instead.
You may lessen Stunned condition and become Dazed instead.
You may negate Dazed condition.
All of the above may be applied simultaneously, if needed.
as above, what kind of action does it take to use? Does it take weird points? how many times a day can i use this...etc...


Refocus
Requirement: Recuperate
You automatically recover from Dazzled or Fascinated condition.
As in...your immune?


Stabilize
You may lessen Blown-Away condition and become Knocked-Down instead.
You may lessen Knocked-Down condition and become Checked.
You may negate Checked condition.
All of the above may be applied simultaneously, if needed.
as recuperate


Will to Survive
Requirements: Diehard
Whenever you drop below 0 HP (cross the threshold between positive and negative HP), if you’re not rendered Dying, you may spend 1 Weirding point to instantly get back to 1 HP and avoid the Stable/Disabled condition. If you are rendered dying, you may stabilize at -1, or spend 2 Weirding points to get back to 1 HP as noted above.
Nice



Recall Memories (Ex)
By spending 1 Weirding point, a mahadi can clearly and explicitly narrate or write about anything that happened around him for 24 hours. So, for instance, if he read a book in a day, he can copy every single page of it the next day, from memory, and if he saw someone, he can make an incredibly realistic portrait of that person.
Furthermore, for the next 24 hours, the mahadi gains ½ his class level as a bonus to all trained Knowledge checks.
This is similar to eidetic memory, for which there is a feat for...IIRC


Deflective Shield (Ex)
Starting at 3rd level, a mahadi learns how to build and utilize a special belt-like device that weighs about 3lb and allows him to focus his mental power into a deflective force-armor.
The indicated value applies as deflection AC, and as double effect isolation from temperature and electricity (resistance to cold, electricity and fire.
The shield needs recharging, though. To have it usable for 24 hours, you must either zap it with an electric spell of at least Level 3, or the mahadi must channel his mental power into it, investing 2 Weirding points as a standard action.
Special: The device has to be altered by the mahadi every time this ability grows, but when used by others, it generates the deflective field only when charged with electrical spells.
"Double affect isolation" reads strange. Reword to some thing like "double resistance to electricity and cold". This is interesting, it seem with light armor, half it's int to ac and this deflection bonus they will have a very good AC. Not sure I like it and or its required.


Sudden Relocation (Su)
By spending 1 Weirding point per relocation, a mahadi may, anytime and up to Int-mod times within a given combat round, teleport 5ft in any direction, including upwards and downwards.
This is a free action that can be taken between the hits in a full attack, and does not provoke AoOs.
It is always accurate, line of sight with the destination is not required, and is immune to effects that ban astral travel, such as Dimensional Lock. Line of effect, however, is required (you cannot use this ability to pass through solid matter).
Also, the mahadi retains momentum as if he moved that distance, so if by relocating he comes next to an opponent, that opponent takes damage equal to double the AC bonus of his Deflective Shield (IF the shield is active, that is).
Writer’s Comment: This is the second of the two most iconic powers of The Weirding Ways.
This is cool, I like it a lot, but it's going to be restricted to the amount of weird points (for which you don't get enough) and the amount of weird points you regen. Fix those and this will be awesome.


Immaculate Awareness (Ex)
5th level mahadi have unparalleled awareness of their immediate vicinity. They’re immune to flanking and possess UD (IUD as long as their Weirding pool is positive).
WOW, thats strong, and you might want to spell out Uncanny dodge....all three at level 5? A rogue gains Imp Uncanny Dodge at 8th....why does this class get it earlier? This should be separated into 3 separate progressions. Eyes in the back of your head feat (grants immunity to flanking), uncanny dodge and Imp uncanny dodge.


Spontaneous Visions
Every once in a while, the mahadi experiences glimpses of the future.
He has no control of when these visions occur, but when they do occur, they show either true events to come, or metaphoric images of a generally immanent future.
The higher the mahai’s level, the more frequent, potent and accurate the visions become.
Note: As a rule of thumb, these visions are not meant as a tool for the mahadi use or benefit, but rather to reveal his destiny and limit his choices in future events to come. A mahadi should have a radically powerful incentive not to follow any direction his visions dictate (even self preservation, or the well being of his friends and family should be carefully assessed vs. the majority of his visions, should they contradict a specific vision).
This is purely fluff, while seemingly cool, what does it do? how does it work? etc...


Perceptive Grace (Ex)
The mahadi’s trained intellect and observation of the tiniest details and insights greatly aids his survivability and influence over others.
He gains his Int-mod to initiative, all saving throws and all CHA-based checks.
WAY to powerful, int mod to initiative is fine, but to saving throws? WHAT? all cha based checks isn't too powerful. But the Int based divine grace?.....yeah


Perfect Sentience (Sp)
Starting at 7th level, a mahadi may use any Divination spell as if he were a spellcaster of his level and with the appropriate ability modifier equal to his Int-mod. He manifests these powers as (Sp) abilities.
The Weirding cost, however, is independent of the level of the powers: it is simply equal to the number of powers the mahadi used during the day before it (so the first power requires no Weirding, the second requires 1, the third 2, etc).
A mahadi will normally manifest any power he knows only once per day. Manifesting the same power between full night’s rests doubles the Weirding cost per extra usage (double, then triple, then quadruple etc).
Writer’s Comment: This power is basically “Kwisatz Hadarach”.
You can cast ANY divination spell? This makes Divination specialist mages redundant, remove this and replace with per/day use SLA's.


Innate Deflection (Su)
At 8th level, a mahadi transcends his dependence upon the device that generates his deflective shield.
From this point and on, as long as the mahadi has any Weirding points left.
What? huh.....what happens? so it stays on without weirding points? try clarifying that.


Abundant Influence (Sp)
The mahadi learns how to create tangible objects and materials with his very thoughts.
Starting at 9th level and each level thereafter, a mahadi may learn a spell with the Force descriptor or a spell that’s categorized ‘Conjuration (creation).
At 9th level, a mahadi may choose a 1st level effects. With each 1 levels thereafter, the SL available to him with this ability increases by +1, capped at 9th SL at the theoretical Mahadi level 25.
A mahadi generates these effects as if he were a caster of his Mahadi class level and with primary ability equal to his Int. He manifests these powers as (Sp) abilities.
The Weirding cost isn’t depended on the level of the spells: it is simply equal to the number of spell effects the mahadi used during the day +1 (so the first spell effect requires 1 Weirding, the second requires 2, etc).
A mahadi will normally manifest any power he knows only once per day. Manifesting the same power between full night’s rests doubles the Weirding cost per extra usage (double, then triple, then quadruple etc).
Again, I'm wondering why this class is getting spells....it has invocation like abilites...why does it need this? Same thing as the divination thing IMHO


Mindspeak (Su)
When using one of his “The Voice” powers, the mahadi may influence the minds of creatures that merely hear his voice. They do not need to understand his spoken language, but rather feel his exact wishes and intentions.
Furthermore, by increasing the Weirding investment by +1, any of his “The Voice” powers breaches through any and all magical silence effects and dispels them.
WOW, for 1 weird point you can ignore silence? too OP, increase the cost.


Sensory Stowaway (Su)
Every sentient entity emits minute traces of its thoughts and senses. Mahadi eventually learn to tap onto those traces, given they’re within line of effect.
By spending 1 Weirding point as a standard action, an 11th level mahadi can sense all sentient creatures at close range and tell their species, gender and age. This power lasts for 1 round per the mahadi’s Int-bonus (min 1).
As long as the mahadi can sense creatures around himself, he may target any one of them and “hitch a ride” onto one of its senses. This secondary option lasts a round per Mahadi class level. The mahadi can tap onto more of its target’s senses, by spending a standard action. Using any of the target’s senses nullifies the mahadi’s corresponding senses.
Writer’s Comment: Maud-Dib used his son’s eyes to neutralize the pace-dancer assassin.
This seems very cool, I like it, but I think the creature you 'hitch a ride' with should get a will save or something similar. otherwise its to OP


Projected Blow (Su)
A mahadi of level 7 learns to produce meager mental constructs to extend his attacks. By spending 1 Weirding point, when making a standard or full attack, he can use his melee weapons at double range. If he does so, his weapons are treated as Force weapons, and he loses any benefit derived from having his weapons crafted out of a special material (so, for instance, you lose the Cold Iron, but keep the Vorpal property).
HOLY COW, what? for 1 point increase your reach by double! AND change them to force! OMGWTH!
A little too OP, and way off the balance of the class...why do you have this? This is not a melee class nor it is a gish class.


Mental Copy (Su)
You generate a replica of yourself made of force. Creating and dismissing a mental copy is a standard action. Maintaining a mental copy requires 1 Weirding point per hour.
You may only have one Mental Copy.
The Mental Copy is exactly like you in every aspect, except as explained below:
- A Mental Copy does not incur penalties to STR and DEX due to aging. Regardless of your age, they do not apply to them.
- A Mental Copy is immune to damage from Force effects, and its melee attacks are treated as Force based.
- Magical Items duplicated when creating a Mental Copy lose their magical effects (masterworks remain masterworks). If any belonging of a Mental Copy would stop being in contact with it, it vanishes 1 second later (this means that Mental Copies can only use Longbows and other similar weapons at point blank).
- A Mental Copy does not have HD or a Constitution Score. Instead of those, whenever the mental copy receives lethal damage, it vanishes. If a Mental Copy is slain, the mahadi loses 1 Weirding.
- A Mental Copy still has all (Ex), (Su) and (Sp) abilities of the mahadi. It can use abilities that spend Weirding. In this case, both the mahadi AND the Mental Copy pay the Weirding cost.
- A Mental Copy does not have all senses. It has only normal vision and hearing. However, if within line of sight of the mahadi, it perceives all that the mahadi perceives. The mahadi and his Mental Copy communicate telepathically. It is not as immersive for both of them however. The mahadi may only ask and receive questions and issue commands as in normal speaking, and see through the Mental Copy's eyes.
Writer’s Comment: This is the mahadi’s ability to “be there without actually being there”.
Why not just create an illusionary double? Force seems...strange, and this seems overly complicated and unnecessary, if the copy has its own pool of weird points you just effectively doubled your ability to do things AND you broke the action economy. This needs to be fixed, as is it is unwieldy and too OP.


Spectral Echo (Su)
By spending 2 Weirding points, the mahadi can generate a full, yet ephemeral, shadowy version of himself on a whim.
Whenever he makes an attack, he may choose to, as a swift action, land another attack, with the same attack modifiers, on any opponent adjacent to either himself or his first target. This second attack is either ghostly (ignores armor bonus to AC) or force-based.
Any effect that may be incurred due to the second attack (burning yourself by attacking a fire elemental, or sundering your weapon on hard target) does not apply.
You may use Spectral Echo as a non-action, while performing an attack, but at a cost of 3 Weirding points.
again with the copy issue, this reeks of Gishness, but this class doesn't come off as one. Strange, strange, strange.


Tap Onto The Masses (Su)
This power greatly enhances its “younger sibling”: Sensory Stowaway.
First, the mahadi now continuously senses all creatures around him.
Second, by spending 2 Weirding points, the mahadi may tap onto all senses of all creatures around himself and without it coming at the expense of his own senses.
Writer’s Comment: Just before his assassination, Maud-Dib effortlessly knew exactly who was around him and where.
Interesting, if not a little too OP. How long does it last, what action does it take to use. make it a mind affecting affect and maybe it will work better.


Mind Fused With Matter (Su)
A level 16 mahadi learns to force reality to act on behalf of his perception.
Once per turn, as a free action paying 1 Weirding per mile rounded up, a mahadi may transport his body wherever his Mental Copy is, the Mental Copy is destroyed. For this ability to work, only the Mental Copy must not be in an antimagic field. The state of the mahadi is irrelevant, as long as he is conscious.
Interesting idea, if the Mental copy is fixed, this could be cool and fun. Why not just emulate the Greater Teleport for 1 point?


Flurry of Relocations (Su)
As a full round action, the mahadi can spend his swift action and 2 Weiring points to make a full attack with teleports before each attack – all at his highest BAB, and all gaining his extra Deflection associated damage bonus.
Until the beginning of his next turn, the mahadi cannot be targeted by AoOs, or any immediate or readied actions.
Writer’s Comment: This is Leto’s power when he returned from the desert to announce The Golden Path.
WHAT? again with the melee enhancing abilities, this is WAY OP....holy cow. I must have missed it, but what is this meant to mean : "gaining his extra Deflection associated damage bonus." From what I read you don't gain a bonus to damage from your deflection bonus. This is out of place in this class.


Extreme Rationality (Ex)
The mahadi has improved his logic and Weirding to such levels that he is completely beyond the understanding of other sentient beings. Whenever it is more beneficial to him, he may treat himself as Mindless. Additionally, he gains an Insight bonus to attack equal to the number of rounds that have passes since the start of an encounter, as he is able to analyze his foes in great detail.
Why not just give him a constant mindblank affect? would be on par.


Foresight (Ex)
The mahadi now constantly benefits from Foresight spell effect.
ok



Computing Aura (Su)
At level 20, knowledge starts passively seeping out of the mahadi. Everyone in a 60ft spread centered on him gains Weirding points equal to a third of the mahadi's rounded down, gains a Competence bonus equal to his Int-mod to all their trained skills and lose 1 Weirding point every time they make a skill check (they don't get to choose not to use it), and suffer Backlash when Backlash is to be applied.
Dismissing and recalling this effect is a full round action.
The mahadi may choose specific targets to not be affected by this aura, with a Weirding cost of 1 per affected target per hour.
This HAS to be one of the strangest capstones EVER. Is this meant to be a buff or a debuff? Its very confusing. how could you even debuff enemies with skills checks? if its a buff, do they gain any benefits from weird points? and why do they lose a point every time they use a skill check? So so so strange. this makes no sense and would be useless at this level.

Summary
You have a strong theme going on with some great fluff, this is a great start. However, there is just too much going on, the table (a pet peeve of mine) is all crazy, and you have a million and one abilities.
I get the feeling you don't know where this class is going or what you want it to be, right now i would put it as Tier 1/top Tier 2.
It has abilities from EVERYwhere, its an amorphous Rogue/monk/mage/fighter/factotum.....It needs to lose a lot of the abilities and focus on the core of the class. Decide whether or not you want it to be a gish class (that's the feeling i was getting at the end of the class) Some abilities are just too OP and some don't fit. Once you decide what direction it's heading, base those abilities from that foundation. It doesn't need to have a new ability at every level.
</scathing review>

nonsi
2011-12-14, 05:53 PM
Okay first things first it looks like it has too many abilities, it's haphazard format is disconcerting,(possibly a reason why no PEACHing) I'll let you know, I'm not pulling any blows.

Good. That’s exactly the way I prefer it to be.
Btw, the table format may be non-standard, but in my view, the abilities are easier to track this way.


(Alignment)


Only LN?? thats ridiculous, maybe restrict to only Neutral....but only one alignment?

Ok, I’ll make it any lawful, but always follows his visions-dictated destiny (starting at 5th level), except for radical exceptions, where there’s room for doubt (ambiguous/conflicting visions for instance).


(HD: d6)


Having medium BAB, unarmed strike (w/ imp unarmed strike) it should be a minimum of d8...but this will be discussed later.

This type does combat when no other options are available. The inherent dodge & deflection AC bonuses should compensate adequately.


(Skills)


All? hmmm...ok, but 6+ int is WAY to much, if Int is the main stat then you could easily drop it down to 4+ or even 2+. With your built in Int increase, I would put this at 2+ Int.

1. Compare it to the Rogue at 1st level.
2. Int-derived skill points are not retroactive.
3. OTOH, 6 might be a bit too much. I’ll drop it to 4.


(Weapons and Armor Proficiencies)


Needs to be rewritten, looks lazy. Also, are they only proficient with unarmed strikes? As in they receive the improved unarmed strike feat? If so needs to be its own ability, if not they still only deal non lethal damage with their strikes. Any other two weapon groups seems amorphous, you might want to define the prof's a little more. something like:

I’m a big fan of the Weapon Groups (http://www.d20srd.org/srd/variant/buildingCharacters/weaponGroupFeats.htm) concept.

Weapons and Armor Proficiencies: Mahadi are proficient with all simple weapons as well as with two martial weapons of their choice.

They are also proficient with Light armor, but no with shields.

Will rewrite.


(The Weirding Ways)


This needs to be changed to 'regain all weirding points back after resting for 8 hours'.

Will do.



Also, given that you must spend weirding points to use The Voice abilities, you are granted to little, this needs to be increased. (Just my opinion, I could be wrong, but everything costs a weird point) maybe a chart to reflect how may you would have may help)

I’m trying to find the balance so the class is not OP.


(Backlash)


This is interesting, I like the ability to go beyond the pool of given points, but maybe this is too much damage? I would like this better if it were one save and just the untyped damage, representing the Mahadi being fatigued and suffering backlash to his physical body.

Overtaxing should not be routine. It should be saved for emergency.
If someone wishes to gamble unnecessarily, they should pay cold hard cash.



(Extreme Focus)


This seems awkward and unwieldy, why not just emulate the paladins ex class abilities? No need to re invent the wheel.

I think I’ll simply make it: “Once you hit Mahadi level 5 (when Spontaneous Visions are gained), you’re committed to your destiny and cannot take levels in other classes until you hit Mahadi level 20”. What happens until then is irrelevant.
This just pins the Extreme Focus restriction to 5th level (requires a bit rework, but no real problem).


(Scorn Wealth)


Strange, a psuedo vow of poverty built in. Is there a penalty if they own more than 1/3 WBL? This comes off as cumbersome and ANOTHER thing for the player to keep track of, something as player I hate to do, there are many things to keep track of anyway. This seems like its unnecessary, if they want to take the VOP then let them. If not then lose this. Or just make it so they cannot show their wealth or something similar.

Ok, this one’s gonna go.


(Immediate Familiarization)


how long does this last? forever? or for a day?

Until sleep or when a new familiarization is set.
I'll clarify.


(Int Increase)


I'm not sure why you have this, this is unnecessary IMHO, a Monk does "intense mental training and practice" but does not gain bonus to Wis or any other class for that matter.

Before anything else, story-wise, Prana-Bindu practitioners were by far more intelligent than any human in history – and both Muad-Dib and Leto were by far more intelligent than any of them.


(Placebo)


This needs an explanation, its just thrown out with no reason as to why.

Done.


(Deny Disease)


A little too powerful, maybe grant a bonus to disease?

IMO, this is too situational to be OP.
Also, see the newly added ‘Placebo’ description.


(Deny Fear)


Nice, you may want to apply a cap to this, giving, eventually immunity to fear.

Prana-Bindu is about overcoming, not inherent immunities.
It would be thematically inappropriate.


(Normalizing Will)


This seems like it was just thrown in with the mix, first off, what action is it? Why no level requirement? you could feasibly get this at 2nd level. Does it cost weird points or is it free? + Int is too powerful. 10min/class is too powerful.

1. Free action.
2. what level requirement would you suggest (6…8…10) ?
3. Ok, I agree. + Int is too powerful. Will be nixed.



(Refocus)


As in...your immune?

No. the Weirding point is automatically expended to negate the condition.
I'll clarify.


(Stabilize)


as recuperate

a placebo with multiple steps costs 1 Weirding point per step.


(Recall Memories)


This is similar to eidetic memory, for which there is a feat for...IIRC

I’m not familiar with the feat, but like most Mahadi features, it should be available according to the need of the moment – via Weirding investment.


(Deflective Shield)


"Double affect isolation" reads strange. Reword to some thing like "double resistance to electricity and cold". This is interesting, it seem with light armor, half it's int to ac and this deflection bonus they will have a very good AC. Not sure I like it and or its required.

It means that the momentum damage is twice as much as the deflection bonus is.
I’ll see what I can do to clarify this one.


(Immaculate Awareness)


WOW, thats strong, and you might want to spell out Uncanny dodge....all three at level 5? A rogue gains Imp Uncanny Dodge at 8th....why does this class get it earlier? This should be separated into 3 separate progressions. Eyes in the back of your head feat (grants immunity to flanking), uncanny dodge and Imp uncanny dodge.

5th level rogues have 48 skill points before Int kicks in, 3d6 SA, UD, Evasion and Trapfinding. Comparing that to the quite situational enhanced memory, weapon familiarization and 2 placebos and all you’re really left with is Analytical Effort & Sudden Relocation & Command & Touch Of Idiocy & Suggestion (the latter 3 are but a small repertoire of any decently built mage and all require Weirding investment), and a whooping 1d4 unarmed damage. That’s practically 3 features with impact (vs. 5 for the Rogue).
When a mahadi embraces his true calling, at last he starts catching up.
I believe that evening the odds is not something to view in a negative light.


(Spontaneous Visions)


This is purely fluff, while seemingly cool, what does it do? how does it work? etc...

It works as the DM says it does.
Mahadi follow the path dictated by their destiny.


(Perceptive Grace)


WAY to powerful, int mod to initiative is fine, but to saving throws? WHAT? all cha based checks isn't too powerful. But the Int based divine grace?.....yeah

Actually, the boost to all CHA-based checks is the real campaign breaker. Divine Grace is a tier (http://brilliantgameologists.com/boards/index.php?topic=1002.0)-5 3rd level feature.
This was half baked when I posted the OP.
It was meant to be changed to “all perception-associated skill checks (Appraise, Decipher Script, Listen, Search, Sense Motive and Spot).”


(Perfect Sentience)


You can cast ANY divination spell? This makes Divination specialist mages redundant, remove this and replace with per/day use SLA's.

“Kwisatz Hadarach” – think for a moment what it meant in the story.
Anyway, a mahadi cannot rival a Focused Specialist / Master Specialist and applying all kinds of metamagic goodies.
But since this is so problematic in your eyes, how many do you think would be reasonable ?


(Innate Deflection)


What? huh.....what happens? so it stays on without weirding points? try clarifying that.

I’ll do my best.


(Abundant Influence)


Again, I'm wondering why this class is getting spells....it has invocation like abilites...why does it need this? Same thing as the divination thing IMHO

Yes, I know this was never in the story, but it’s all a part of the mental manipulation theme and it is way less significant than Perfect Sentience)


(Mindspeak)


WOW, for 1 weird point you can ignore silence? too OP, increase the cost.

Given that one vs. the other, features are supposed to trump feats (e.g. Silent Spell), and given the cost (from something you don’t have too much of), per application of “The Voice” power, it’s hard for me to regard this as OP.


(Sensory Stowaway)


This seems very cool, I like it, but I think the creature you 'hitch a ride' with should get a will save or something similar. otherwise its to OP.

You tap onto sensory residue, not probe someone’s thoughts for personal information. You don’t even know their identities. Why is this OP?


(Projected Blow)


HOLY COW, what? for 1 point increase your reach by double! AND change them to force! OMGWTH!
A little too OP, and way off the balance of the class...why do you have this? This is not a melee class nor it is a gish class.

Not too long ago, I saw a build that, using 3 feats (2 from BoVD) with little to no prereqs (3rd level for human, 6th for others), a character can gain +25ft reach – indefinitely.
How come spending a Weirding point (again – a limited resource) to gain double range (10ft reach most of the time) for a single round is OP?


(Mental Copy)


Why not just create an illusionary double? Force seems...strange, and this seems overly complicated and unnecessary, if the copy has its own pool of weird points you just effectively doubled your ability to do things AND you broke the action economy. This needs to be fixed, as is it is unwieldy and too OP.

Ok, my bad for not clearing it out that both the mahadi and his mental copy draw from the same pool.
And it’s not an illusory double because then I can’t justify “Mind Fused With Matter”. It has to be something tangible.


(Spectral Echo)


again with the copy issue, this reeks of Gishness, but this class doesn't come off as one. Strange, strange, strange.

Your attack is accompanied by a trail of will-manifested wave.
I maybe missing something, but what does this feature have to do with spellcasting??



(Tap Onto The Masses)


Interesting, if not a little too OP. How long does it last, what action does it take to use. make it a mind affecting affect and maybe it will work better.

I’ll come to a decision soon. Meanwhile, suggestions could be nice.
I guess 1min / level is enough for a blind man to make a short speech and start a riot or plant an idea in the minds of audiences, so it seems enough to me.


(Mind Fused With Matter)


Interesting idea, if the Mental copy is fixed, this could be cool and fun. Why not just emulate the Greater Teleport for 1 point?
Greater Teleport is way more powerful, less restrictive and less time consuming.

That’s not the theme I was looking for.
OTOH, this allows a mahadi the choice of physically being there or not.


(Flurry of Relocations)


WHAT? again with the melee enhancing abilities, this is WAY OP....holy cow. I must have missed it, but what is this meant to mean : "gaining his extra Deflection associated damage bonus." From what I read you don't gain a bonus to damage from your deflection bonus. This is out of place in this class.

>> =========================
Sudden Relocation (Su)
By spending 1 Weirding point per relocation, a mahadi may, anytime and up to Int-mod times within a given combat round, teleport 5ft in any direction, including upwards and downwards.
This is a free action that can be taken between the hits in a full attack, and does not provoke AoOs.
. . .
Also, the mahadi retains momentum as if he moved that distance, so if by relocating he comes next to an opponent, that opponent takes damage equal to double the AC bonus of his Deflective Shield (IF the shield is active, that is).
========================= <<
The full round action + swift action are just for negating AoOs and readied actions for that single round – and it’s a 17th level ability.
Maybe it should be 3 Weirding points, but when using this power, you don't even know if one of your opponents has readied an action or not.



(Extreme Rationality)


Why not just give him a constant mindblank affect? would be on par.

Because this is better. The insight bonus, plus Fear and negative morale effects are never again a factor, for instance.


(Computing Aura)


This HAS to be one of the strangest capstones EVER. Is this meant to be a buff or a debuff? Its very confusing. how could you even debuff enemies with skills checks? if its a buff, do they gain any benefits from weird points? and why do they lose a point every time they use a skill check? So so so strange. this makes no sense and would be useless at this level.

1. Not every capstone has to be “Mr. Lightning Warrior wins the game".
2. Yes, it’s more thematic than mechanical.
3. It could be both, but mainly for buffs, and a mahadi can turn it on and off at will and with no cost.
4. It could have its manipulative applications (non-traceable Wis damage to make someone very susceptible to influence).
Anyway, combat usage was not the intention.





(Summary)


>> I get the feeling you don't know where this class is going or what you want it to be, right now i would put it as Tier 1/top Tier 2.

No abjuration, no blasting, no summoning, no SoL, no healing, no flight, no metamorphosis, no illusions, no battlefield manipulation . . .
This guy can definitely not do anything, ever, let alone everything, so how do you figure it’s above tier 3?



>> It doesn't need to have a new ability at every level.

Dead levels suck.
Full spellcasters, with the little amount of features they have and so called "dead levels", get several spells per each level – most of which having multiple application.






// </scathing review>

I’d call that a wonderful review.
There's never full agreement when extensive PEACHes are involved, but you touched just about everything :cool: