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.
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.