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View Full Version : More than telepathy(3.5, base class, PEACH) Now actualy finished.



bobthe6th
2012-07-24, 01:10 AM
The mind bender is much dirided. It's not worth the levels beyond one... so in my continuing remake of psionics, I present the mind bender.

http://i37.photobucket.com/albums/e55/bgtschool/Telepathy.jpg
"GET OUT OF MY HEAD!"-A mindbenders victim, shortly before committing suicide.


Mind Bender
{table=head]Level|BAB|Fort|Ref|Will|Special |
Telepathy|Mind Blast|Miss Chance|Cloud slots

1st|+0|+0|+0|+2|Mind blast, Command(move action)|
30ft|1d10|0%|0

2nd|+1|+0|+0|+3|Cloud the mind(silent image, disguise self)|
30ft|1d10|5%|1

3rd|+1|+1|+1|+3|Command(2 targets)|
30ft|2d10|5%|1

4th|+2|+1|+1|+4|Cloud the mind(Minor image)|
40ft|2d10|10%|2

5th|+2|+1|+1|+4|Mental shielding, Mind scan|
50ft|3d10|10%|2

6th|+3|+2|+2|+5|Cloud the mind(Major image), Command(standard action)|
60ft|3d10|15%|4

7th|+3|+2|+2|+5|Mad landscaping|
70ft|4d10|15%|4

8th|+4|+2|+2|+6|Command(3 targets), Puppetry|
80ft|4d10|20%|6

9th|+4|+3|+3|+6|Improved mental shielding|
90ft|5d10|20%|6

10th|+5|+3|+3|+7|Greater mad landscaping|
100ft|5d10|25%|10

11th|+5|+3|+3|+7|Command(fullround action)|
110ft|6d10|25%|10

12th|+6/+1|+4|+4|+8|Cloud the mind(mislead)|
120ft|6d10|30%|14

13th|+6/+1|+4|+4|+8|Command(4 targets)|
130ft|7d10|30%|14

14th|+7/+2|+4|+4|+9|Cloud the mind(mass mislead)|
140ft|7d10|35%|20

15th|+7/+2|+5|+5|+9|Greater mental shielding|
150ft|8d10|35%|20

16th|+8/+3|+5|+5|+10|Command(thrall)|
160ft|8d10|40%|26

17th|+8/+3|+5|+5|+10||
170ft|9d10|40%|26

18th|+9/+4|+6|+6|+11|Command(5 targets)|
180ft|9d10|45%|34

19th|+9/+4|+6|+6|+11|Master mental shielding|
190ft|10d10|45%|34

20th|+10/+5|+6|+6|+12|MINDRAPE|
200ft|10d10|50%|42

[/table]
Alignment: Any
Hit Die: 1d4

Class Skills:
Class Skills: Bluff(Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate(Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), and Use Magic Device (Cha
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6+ Int modifier



Class Features:
All the following are class features of the Mind bender.

Weapon and armor proficiencies: A mind bender is proficiant with all simple weapons. They are not proficient with any kind of armor.

Telepathy(Su): A mindbenders most basic ability, the ability to touch other minds. A mindbender can speak telepathically to anything within the range given on the table as long as it has a language. Over this link he may use any social skill(such as intimidate, diplomacy, bluff, sense motive, or gather information). Additionally he may transmit emotions or feelings to creatures without a language. His telepathy is blocked by five foot of dirt or wood, one foot of stone, or one inch of metal per level of mindbender.

Command(Su): The first and perhaps greatest of a mindbender's manipulations. A mindbender can spend a full round action to control a target or targets to an extent(reduced to a standard action at tenth level). The target(s) make a will save DC 10+1/2 mindbender level+mindbender Cha mod or the mindbender chooses their move action for this round. At sixth level, the mindbender instead chooses their standard action, at eleventh level the mind bender can instead chose to have them perform a full round action, and at sixteenth level the mindbender can chose all their actions until the beginning of his targets next turn. At third level and every fifth level there after, a mind bender can affect an additional target with this abilaty as part of the same full round action.
This abilaty can affect mindless or mind affecting immune creatures, but they do get a +4 bonus to their will save.

Mind blast(Su): A mind is a very soft spot, pushing it a little can cause great harm. A mind bender can chose to deal 1d10 nonleathal damage plus another 1d10 non lethal damage every second level in place of a action specification to a target that failed it's save aginst his command ability.

Cloud the mind(Su): A mind bender has a great skill in fooling those he can affect telepathically. He can create myriad illusions, but only as far as he can influence. When a non mindless creature enters his telepathy range, they must make a will save DC 10+1/2 mindbender level+mindbender Cha modifier. The mindbender can chose to exempt creatures from this affect. If they fail, they are considered to have failed to disbelieve all the illusions the mind bender has active, and do not get another save to disbelieve them. If they succeed they are forced to make a will save the next round. This continues until they leave the mindbenders telepathy range or they fail the save.

All illusions created with this ability do not need to be concentrated to exist. They are created by the mindbender as a free action that can be taken at any time and continue until the mindbender cancels them as a free action that can be taken at any time.

Illusions take up a certain number of cloud slots, given in their description. A mindbender has a number of cloud slots as given on the class table. When the illusion is canceled, the slots it filled are emptied and can be filled with a new illusion immediately.

Certain illusions require a number of mindbender levels to be used.

silent image: As the spell, but duration is unlimited. Fills one cloud slot.

Disguise self: As the spell, but duration is unlimited. Fills one cloud slot.

Minor image: Requires level 4. As the spell, but duration is unlimited. Fills two cloud slots.

Invisibility: Requires level 4. As the spell, but duration is unlimited and range is personal. Fills two cloud slots. At level 6 range becomes touch.

Major image: Requires level 6. As the spell, but duration is unlimited. Fills three cloud slots.

Greater invisibility:[/I Requires level 8. As the spell, but duration is unlimited, and range is personal. Fills three cloud slots. At level 10 range becomes touch.

[I]Mislead: Requires level 12. As the spell, but duration is unlimited. Fills six cloud slots.

Mass Mislead: Requires level 14. As mislead, but can target other creatures. Fills ten cloud slots.

Additionally the Mind Bender has the indicated miss chance against targets that fail their save. This portion of the ability does not take up cloud slots.

Mental shielding(Su): Starting at fifth level, a mindbender begins to be able to defend their own mind. They gain SR and PR 5+their mindbender level against mind effecting spells or powers, and a +2 bonus to saving throws against mind affecting effects.

Mind scan(Su): Starting a fifth level, a mindbender moves beyond communication into true mind reading. He can produce a read mind affect in his telepathy range as a swift action, but it automatically acts as if round three of concentration. Maintaining the affect is also a swift action, and must be done each round. Targets get the will save to hide their thoughts, but the DC is 10+1/2 the mindbenders level+the mindbenders intelligence modifier score. Success hides the targets thoughts for the round, but the protection only lasts for the round and they must make the save again for the next round.

Mad landscaping(Su): Starting at seventh level, the mindbender can force those in his influence into a land of his choosing. This ability effects targets that have failed their will save against cloud the mind. The minbender can as non actions create a Hallucinatory terrain effect with an unlimited duration in his telepathy range, and can cancel it as a free action.

Puppetry(Su): Starting at eighth level, a mindbender can toy with opponents to a frightening degree. He can chose to sacrifice all his commands for a round to attempt full mental control over a target. The target must have a CR equal to or less then the mindbender. The target gets a will save as if saving against the command ability. If it fails, the mindbender becomes paralyzed, and gains full control of the target(can dictate all actions, knows and can use all of the targets skills, feats, and abilities, ect). If target takes damage, the mindbender takes an equal amount of nonlethal damage. If the mindbender falls unconscious, the control is broken. The mindbender can end this abilaty at any time as a free action.

this is a mind effecting ability.

Improved mental shielding(Su): At nineth level, a mind bender grows more adept at protecting his mind. They gain SR and PR 10+their mindbender level against mind effecting spells or powers, and a +4 bonus to saving throws against mind affecting effects.

Greater mad landscaping(Su):
At tenth level, the mind bender adds buildings to his mental domain. This ability effects targets that have failed their will save against cloud the mind. The minbender can as non actions create a mirage arcana effect with an unlimited duration in his telepathy range, and can cancel it as a free action.

Greater mental shielding(Su): At fifteenth level, a mindbender is nearly imposible to effect. They gain SR and PR 15+their mindbender level against mind effecting spells or powers, and a +6 bonus to saving throws against mind affecting effects.

Master mental shielding(Su): At nineteenth level a mindbender is almost un effectable. They gain SR and PR 20+their mindbender level against mind effecting spells or powers, and a +8 bonus to saving throws against mind affecting effects.

MIND RAPE(Su): Most of the time a mindbender can just influence a creatures mind... at twentieth level they can rebuild it from the ground up. Using MIND RAPE requires the target to be affected by the command ability. Using the abilaty is 10 rounds of full round actions, and requiring total concentration(treat as a 10th level spell for the affects of distraction). THe target is paralyzed for the 10 rounds. At the end of this time, the mindbender can induce any amount of amnesia, repressing the memories, or the mind bender can or plant any amount of false memories. This abilaty can remove levels from a target, but can't add them. Either way the target is dazed for 24 hours therafter as they reconstruct their mind around the new data. During this time the target changes alinment, level, and any other statistic based on their new memories. This affect can be broken by a remove curse spell cast by someone who new the target before they were MIND RAPED.



done besides fluff... but this is a very rough draft,I would really like feed back.

TheWombatOfDoom
2012-07-24, 06:35 AM
(More Than Telepathy)

I'll reserve PEACH for when it's finished, me thinks.

danzibr
2012-07-24, 06:58 AM
Indeed, than.

I'm curious as to what the command(...) abilities are.

bobthe6th
2012-07-24, 03:09 PM
like charm monster, but less broken I hope... most of the numbers are out of my butt, but their is little real president for the class... enchanters and illusionists are famously broken, but I hope this isn't.

so, most of the class is up... only need to write out the clouded mind, mad landscaping, and Mind rape abilities.

edit: cloud mind done... not sure about it though...
edit: mind rape added. down to mad landscaping.

edit:DONE

Kane0
2012-07-24, 06:08 PM
Looks promising, bookmarked :smallsmile:

bobthe6th
2012-07-24, 06:16 PM
hey, hey, it's done... doesn't any one want to start ripping it apart.

bobthe6th
2012-07-25, 07:01 PM
ok, 25 hours and no replies... :smallconfused:

Kane0
2012-07-25, 08:39 PM
I like this class. If I ever get around to doing a "Would you kindly" character this would be the class I'd pick.

I have a few bits and pieces of PEACH for you:

- Are you considering making telepathy go through thicker obstacles as levels progress?
- Why is mind blast non-lethal damage? Also, it seems to need a full round action and is (i think) somewhat unnecessarily linked to the Command ability, is this what you intended?
- That is a lot of skills per level. You might be pushing the skillmonkey role a bit too hard as opposed to the specialist/support mage role.
- Are you opposed to putting in a medium save progression?
- Cloud the mind seems a bit lengthy and complicated. I know once you read it that it is not the case, but it could be a little cleaner
- Will the Mind Bender get any bonuses to Mind Affecting spells & effects, or possibly immunity?
- Is Mind Rape your version of Programmed Amnesia?

bobthe6th
2012-07-25, 09:11 PM
- Are you considering making telepathy go through thicker obstacles as levels progress?


hmm... maybe. might be interesting, will think about it.



- Why is mind blast non-lethal damage? Also, it seems to need a full round action and is (i think) somewhat unnecessarily linked to the Command ability, is this what you intended?


*1d10 per two levels is a lot, and you can use it to many targets as you level... also, as it is all telepathic, I like the idea he can only stun his foes by blasting their minds with disconsinat orders...



- That is a lot of skills per level. You might be pushing the skillmonkey role a bit too hard as opposed to the specialist/support mage role.


*I should probably knock it back to 6.



- Are you opposed to putting in a medium save progression?


*I have no strong opinion, but it would make it off which can scare potential users... And I really see the mindbender as physically weak, almost entirely focused on the mind.



- Cloud the mind seems a bit lengthy and complicated. I know once you read it that it is not the case, but it could be a little cleaner


*it did get complicated... I am bad at writing concise class abilities...



- Will the Mind Bender get any bonuses to Mind Affecting spells & effects, or possibly immunity?


*that... hmm, as I think about it I think I will add some mind shielding... their were a few near dead levels.


- Is Mind Rape your version of Programmed Amnesia?

programed amnisia was the 3.5 version of Mind Rape, a spell from BoVD that was thoroughly broken I hear. but yes, like that. You can think of it that way.


edit: table cleaned up, the every 2 progression moved to a column.

Kane0
2012-07-25, 10:08 PM
Glad to be of help :smallsmile:

For something on mind shielding, maybe a version of Mettle that only works for will saves?

Maybe make Mind blast independent of Command too. The nonlethal damage makes sense though.

Also I don't believe that the Mind Bender gets any thought detection abilities to go with the compulsions. They would be nice to fill in some dead levels.

bobthe6th
2012-07-25, 10:15 PM
well... if the DM thinks he wants to deal with mind sight in a 200 ft radius... there is that one feat from lords of madness.

also, you see mental shield has been added.

edit: DAMN 17 is still empty.

and on the subject of detection... perhaps blind sight for minds in a small radius and then blind sense for minds in the full telepathy range?

bobthe6th
2012-07-26, 05:28 PM
ka bumpidy bump

Madara
2012-07-26, 06:21 PM
I'm gonna rip this apart.


Class Skills:
Class Skills: Bluff(Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate(Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), and Use Magic Device (Cha
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6+ Int modifier




Class Features:
All the following are class features of the Mind bender.

Weapon and armor proficiencies: A mind bender is only proficient 5 simple weapons of their choice. They are not proficient with any kind of armor.

That's worse than normal casters... Just make it all simple weapons, since there are probably only 5 ones worthwile anyways.

Telepathy(Su): A mindbenders most basic ability, the ability to touch other minds. A mindbender can speak telepathically to anything within the range given on the table as long as it has a language. Additionally he may transmit emotions or feelings to creatures without a language. His telepathy is blocked by five foot of dirt or wood, one foot of stone, or one inch of metal.
Ok, here's the problem. At 6th level, a caster, even a warlock, who takes their first level in the mindbender PrC, gets telepathy 100ft. You give that at level 10. Maybe start them at 30ft. and it goes up by 10' each level?

Command(Su): The first and perhaps greatest of a mindbender's manipulations. A mindbender can spend a full round action to control a target or targets to an extent. The target(s) make a will save DC 10+1/2 mindbender level+mindbender Cha mod or the mindbender chooses their move action for this round. At sixth level, the mindbender instead chooses their standard action, at eleventh level the mind bender can instead chose to have them perform a full round action, and at sixteenth level the mindbender can chose all their actions until the beginning of his targets next turn. At third level and every fifth level there after, a mind bender can affect an additional target with this abilaty as part of the same full round action.
This abilaty can affect mindless creatures, but they do get a +4 bonus to their will save.
This seems to be the bread and butter of the class. That said, I'm not sure what tier you're aiming for. The DC is the same as it would be for a Binder's abilities, and that seems good. Still, considering this class doesn't get spells, you may need to give them a little more out of it. Maybe make the duration increase over levels. So it could last 2 rounds at 2nd level, but it would still be choosing only move actions.


Mind blast(Su): A mind is a very soft spot, pushing it a little can cause great harm. A mind bender can chose to deal 1d10 nonleathal damage plus another 1d10 non lethal damage every second level in place of a action specification to a target that failed it's save aginst his command ability.

I'm just gonna compare this to the T4 warlock. It seems...ok. The fact that its nonlethal means it makes up for being more damage than the warlock. Still, the fact that they had to have failed the will save to begin with makes it inferior to the Eldritch blast.

Cloud the mind(Su): A mind bender has a great skill in fooling those he can affect telepathically. He can create myriad illusions, but only as far as he can influence. When a non mindless creature enters his telepathy range, they must make a will save DC 10+1/2 mindbender level+mindbender Cha modifier. If they fail, they are considered to have failed to disbelieve all the illusions the mind bender has active, and do not get another save to disbelieve them.
Big blob of text... This is a very cool ability. Its an Aura, that's always active. Maybe allow the mind bender to designate those not subject to his illusions, or at least make his allies immune?

All illusions created with this ability do not need to be concentrated to exist.
What's the duration in that case? I suggest 2 rounds/ MB level

This ability begins at second level, when he can create one silent image as the spell and create a disguise self affect also as the spell. At fourth level, he can create two silent images or one minor image as the spell. At sixth level, he can create three silent images, two minor images, or one major image as the spell. At eighth level he can create four silent images, three minor images, or two major images. At tenth level he can create five silent images, four minor images, or three major images. At twelfth level he can create six silent images, five minor images, or four major images, or generate a mislead affect as the spell. At fourteenth level he can generate seven silent images, six minor images, five major images, or two mislead affects that can target other creatures. At sixteenth level he can generate eight silent images, seven minor images, six major images, or three mislead affects that can target other creatures. At eighteenth level he can generate nine silent images, eight minor images, seven major images, or four mislead affects that can target other creatures. At twentieth level he can generate ten silent images, nine minor images, eight major images, or five mislead affects that can target other creatures.


Cool illusion effects. Are these at will? Can he only have one active at a time? Is there a limit each day? What about creatures that succeed against the save? Do they still have to make another save when they interact with the illusion?

additionally, any creature that fails the will save has a 5% chance to miss the mind bender plus another 5% miss chance every 2 levels beyond second.

Change this to "Additionally the Mind Bender has the indicated miss chance against targets that fail their save.

Mental shielding(Su): Starting at fifth level, a mindbender begins to be able to defend their own mind. They gain SR and PR 5+their mindbender level against mind effecting spells or powers, and a +2 bonus to saving throws against mind affecting effects.

Its something. I think its on the low side, maybe 5+MB level+Cha? Or 10+1/2 MB level?

Mad landscaping(Su): Starting at seventh level, the mindbender can force those in his influence into a land of his choosing. He may manipulate the terrain as the Hallucinatory terrain spell, but the area is his telepathy range. This ability only affects those that fail their save against cloud the mind

More cool illusion effects. Are these at will? Can he only have one active at a time? Is there a limit each day?

Improved mental shielding(Su): At nineth level, a mind bender grows more adept at protecting his mind. They gain SR and PR 10+their mindbender level against mind effecting spells or powers, and a +4 bonus to saving throws against mind affecting effects.

Greater mad landscaping(Su):
At level 10, the mind bender adds buildings to his mental domain. He may now add buildings and other such changes to the terrain as the mirage arcana spell.

I'm assuming at will, since they couldn't do this if it were limited..

Greater mental shielding(Su): At fifteenth level, a mindbender is nearly imposible to effect. They gain SR and PR 15+their mindbender level against mind effecting spells or powers, and a +6 bonus to saving throws against mind affecting effects.

Ah. So there is a jump in their SR/PR

Master mental shielding(Su): At nineteenth level a mindbender is almost un effectable. They gain SR and PR 20+their mindbender level against mind effecting spells or powers, and a +8 bonus to saving throws against mind affecting effects.

Look, the abilities already scale. I suggest adding new things to do, since that seems to be something this class is lacking.

MIND RAPE(Su): Most of the time a mindbender can just influence a creatures mind... at twentieth level they can rebuild it from the ground up. Using MIND RAPE requires the target to be affected by the command ability. Using the abilaty is 10 rounds of full round actions, and requiring total concentration(treat as a 10th level spell for the affects of distraction). THe target is paralyzed for the 10 rounds. At the end of this time, the mindbender can induce any amount of amnesia, repressing the memories, or the mind bender can or plant any amount of false memories. Either way the target is dazed for 24 hours therafter as they reconstruct their mind around the new data. During this time the target changes alinment, level, and any other statistic based on their new memories. This affect can be broken by a remove curse spell cast by someone who new the target before they were MIND RAPED.

Its a Worthy capstone. No combat use, but still pretty good.

done besides fluff... but this is a very rough draft,I would really like feed back.

I noticed the following, adress as you see fit:

1. You never really give actual mind control. Like Dominate/Charm Person/Monster. This really does bother me.
2. I can't really figure out the classes role. It seems like a bit of debuff, but you don't have that much actual Debuffing you can do. If it fills meatshield via mindcontrol, it fails because it doesn't give many low level mind control, or even mid level.
3. Illusions are Extremely DM dependant, and don't even have garunteed effects. Make sure the class has enough things that they can do without relying on Illusions.
4. It needs a few more class features. It seems like the SR/PR thing was there to fill up some empty levels.
5. How can they do damage? Nonlethal isn't very effective, especially since it requires a save. I'm seeing this poor caster resorting to the crossbow at all levels. :smalleek:



- Are you considering making telepathy go through thicker obstacles as levels progress?
I second this!


one inch of metal.

As written, Armor will protect anyone from your Telepathy. And since everything is based on Telepathy, this becomes a huge problem.

What tier were you aiming for? This one seems to fall in low T4.

bobthe6th
2012-07-26, 07:54 PM
finally, a true PEACH.

yes, and this guy should fight even less, as he never runs out of juice. he can play BFC master all day, without the actions to stab people. I guess all could work.

with telepathy... a number out of my butt. I could see giving a 30' radius and then start increasing again at 4th...

I try for around 3, but I could take 4. The reason it is a one round duration is to keep the action economy in place. he uses a full round action, he gets a round of obedience. I could see changing that at upper levels... Perhapce base it on foes HD? like every 2 below the mindbender you get another round? but still, it is a good dc, with the ability to be ability focused. perhaps at tenth it becomes a standard action?

1d10 is a good bit I think, reason I made it non lethal. and as a will save a lot of stuff will get hit. and being part of command it can affect mindless, so less problems. also, multi target with command!

wait, you don't want to be able to mind rape your allies? just make them walk in and out until they make the save. or pretend to be a wizard and throw fireballs of illusions and wow your allies.

I think I know how to shrink it down now... there is no duration, I should add that. you are just limited in the number of illusions you can have up at once.

no limit per day, they can only have the set number up at once, though I guess I should make a pool and give each illusion a point cost for mix and matching... also, the illusions only appear to those that failed the will save. if they are out of range or made their save they see no illusions. but if they fail the save they get no further save to disbeleave(to make DMs shut up about the interaction rules...)

will add.

it's fifth level, and they have a good will save. a 25% resistance to equal level foes and a nice save bonus seemed adiquate... but it bumps up.

I should make this a part of the illusion point pool... so it is at will but functions only in your telepathy range against foes that fail their save.

yep, at will.

for the scaling, remember that it is CL+1d20 against PR/SR, so each bump is another 25% resistance chance.

I could see that, but I am running low on ideas. also, I guess it just has three scaling abilaties, but they are powerful and active abilaties... perhapce some more passives, like a way to give allies actions like white raven? or a mind scanning abilaty... perhapce add it in at low level to forshadow mindrape?

yeah... it is really perminante mind control, as you can just remove all a subjects memory and add the memories of their loyalty and undying devotion to your cause... a tool that requires finesse.

1. well mind rape, but you are correct... it is more that I find mind control to get out of hand easily. when you have 30 friends that you cycle through your castings of dominate monster, you have a balance issue. I wanted to give the feeling of mind control without the mind numbing power of it.

2.low level I see it being used to line up the enamy for your party to take them down. make the enamy archer walk up to your fighter, or make the tactical enamy fighter walk into your chain tripper. latter I see it doing proper mind control things, making enemies stab themselves, making them attack their allies, making them all form up in a 30ft radius burst... and at high levels just grabing a few low will save thugs and using them as puppets... turning the BBEGs mooks into attack vectors. And their is the fall back of being a face, a super face.

3.reason I added the note that if they fail the will save they get no more chances. the DM can now go back to not trying to stifle creativity with ill defined RAW.

4.you are corect... I need to add a mind reading feature, but besieds that I am out of good ideas.

5.knock them out then coup de grace them in the face. or have the beat stick do it. or at latter levels make them stab themselves, or their buddies.


I will change it.

Madara
2012-07-26, 08:19 PM
I could see that, but I am running low on ideas. also, I guess it just has three scaling abilaties, but they are powerful and active abilaties... perhapce some more passives, like a way to give allies actions like white raven? or a mind scanning abilaty... perhapce add it in at low level to forshadow mindrape?

-Well, you could allow them to set up a permanent mind link with up to X allies, with no range limit. This allows for them to be the com system for the party.
-Add some sort of debuff. 1d4 Wisdom damage? Add fear effects? Give them a moral penalty to AC and Attack if they're in the illusion world?
- Have the MB be able to cast an illusion on themself, Naruto-style? Maybe they can heal themselves or something else like that.


yeah... it is really perminante mind control, as you can just remove all a subjects memory and add the memories of their loyalty and undying devotion to your cause... a tool that requires finesse.

But that comes in at level 20....



1. well mind rape, but you are correct... it is more that I find mind control to get out of hand easily. when you have 30 friends that you cycle through your castings of dominate monster, you have a balance issue. I wanted to give the feeling of mind control without the mind numbing power of it.

In that case. Simply limit the MB to one Cohort/Mindslave who can only have up to MB level -2 HD. Plus, I think you're over-estimating Mind Control. Its good, but it comes into play at a high level when there are many defenses against it. The real problem is Leadership. That said, it'd be fun to have the disposable minions like the Psionic Mindbender class(Forgot the name..)


2.low level I see it being used to line up the enamy for your party to take them down. make the enamy archer walk up to your fighter, or make the tactical enamy fighter walk into your chain tripper. latter I see it doing proper mind control things, making enemies stab themselves, making them attack their allies, making them all form up in a 30ft radius burst... and at high levels just grabing a few low will save thugs and using them as puppets... turning the BBEGs mooks into attack vectors. And their is the fall back of being a face, a super face.

I could see that being effective. But each turn would sound like this "I spam control, do they fail their save?" "In that case, they move 30ft. that way."
They need variety.


3.reason I added the note that if they fail the will save they get no more chances. the DM can now go back to not trying to stifle creativity with ill defined RAW.
I asked what if they Succeed? In that situation, do they not see any of the illusions? This could be a problem...


4.you are corect... I need to add a mind reading feature, but besieds that I am out of good ideas.
See my list at the top. In addition, you could do more with Illusionary buffs. X/day you can turn an ally within your Telepathy range invisible. They are invisible only to those who failed the Will save from earlier. Something of this sort. It needs more party-supporting abilities.


5.knock them out then coup de grace them in the face. or have the beat stick do it. or at latter levels make them stab themselves, or their buddies.

True, but you wasted X rounds just to knock them out. Plus, what if they're immune to nonlethal damage?

bobthe6th
2012-07-26, 08:39 PM
-Well, you could allow them to set up a permanent mind link with up to X allies, with no range limit. This allows for them to be the com system for the party.
-Add some sort of debuff. 1d4 Wisdom damage? Add fear effects? Give them a moral penalty to AC and Attack if they're in the illusion world?
- Have the MB be able to cast an illusion on themself, Naruto-style? Maybe they can heal themselves or something else like that.

-hmm... perhapce have x creatures act as nodes to mind bend through, going out in a burst 1/4 the diameter of normal mind bending? so you can do the com thing, and help from far away, but not as much as you normaly could. though I wory this could make the mind bender just stay home and be the voice in their heads...
-debuff... I am leary of at will status conditions. will think about it.
-miss lead and disguise self have this covered. mislead especially.



But that comes in at level 20....


true.



In that case. Simply limit the MB to one Cohort/Mindslave who can only have up to MB level -2 HD. Plus, I think you're over-estimating Mind Control. Its good, but it comes into play at a high level when there are many defenses against it. The real problem is Leadership. That said, it'd be fun to have the disposable minions like the Psionic Mindbender class(Forgot the name..)


thrall heared is famosly broken, with so many minions... that refill every day. but perhapce add that you can diplomacy through the telepathy, and charm stuff that way?



I could see that being effective. But each turn would sound like this "I spam control, do they fail their save?" "In that case, they move 30ft. that way."
They need variety.


and they get it as they level... and they get free toys with their illusions. being a first level x usualy is a one trick pony in combat.



I asked what if they Succeed? In that situation, do they not see any of the illusions? This could be a problem...


they see nothing, the mind bender soils himself, and the rest of the party comes into play.



See my list at the top. In addition, you could do more with Illusionary buffs. X/day you can turn an ally within your Telepathy range invisible. They are invisible only to those who failed the Will save from earlier. Something of this sort. It needs more party-supporting abilities.


miss lead goes to others at some level I can't recall... ah yes 14



True, but you wasted X rounds just to knock them out. Plus, what if they're immune to nonlethal damage?

mind bend them, or run away? or shoot them with your cross bow?





also, an idea for command... perhapce make it into a mental attack, which is a 1d20+mind bender level+Cha mod v.s 10+enemies wis mod + some statick number...

Madara
2012-07-26, 09:23 PM
they see nothing, the mind bender soils himself, and the rest of the party comes into play.

In that case, it is strictly worse than normal illusions. Because it only has one chance of any of the illusions working.


thrall heared is famosly broken, with so many minions... that refill every day. but perhapce add that you can diplomacy through the telepathy, and charm stuff that way?

Well, if you leave them at 1st level, and only have like 5 tops. Maybe make it only NPC class levels... :smallwink:


though I worry this could make the mind bender just stay home and be the voice in their heads...

It gives them an extra Out-of-combat ability, besides being party face. It could be fun.

bobthe6th
2012-07-26, 09:32 PM
In that case, it is strictly worse than normal illusions. Because it only has one chance of any of the illusions working.

and it only has one chance of the DM fliping you off and having it not work anyway... but also it is weakened because it is at will... though perhaps they get a will save every round until they fail?




Well, if you leave them at 1st level, and only have like 5 tops. Maybe make it only NPC class levels... :smallwink:


thrall heard gets upwards of 200 minions.... and many DMs hate minion mancy. perhapce you can thrall x huminoids and treat them as first level wariors? each one you control reduces your comand by one target, limited at 0.



It gives them an extra Out-of-combat ability, besides being party face. It could be fun.

hmm... will think on it.

Merchant
2012-07-27, 01:22 AM
I wanted to contribute something to this. I don't know psionics well but isn't there a telepathy power that allows one to change feats? I think that could help increase versatility. If that is too much I think your telepath could imprint others skills, feats, and even class features from those around him. Sort of lack scanning their experience it was like they experienced it themselves.

Another might be an (Ex) that gives social bonuses.

Lastly I think some mental effects fit too. Have a class feature called imagination. Cipher created a race who had an [imaginary] subtype. I think should use your imagination (points?) and create an imaginary sentience that can support allies or hinder foes. I was thinking moral bonus penalties at low levels and some larger effects at higher levels.

What do you think?

bobthe6th
2012-07-27, 01:38 AM
I wanted to contribute something to this. I don't know psionics well but isn't there a telepathy power that allows one to change feats? I think that could help increase versatility. If that is too much I think your telepath could imprint others skills, feats, and even class features from those around him. Sort of lack scanning their experience it was like they experienced it themselves.


yes, but it would make a big mess I fear... and the class is not supposed to get its own hands dirty. also shenanigans can come up easily...



Another might be an (Ex) that gives social bonuses.

it is already a high skill point class with DCs based on cha... though I do mean to add thought diplomacy and stuff...




Lastly I think some mental effects fit too. Have a class feature called imagination. Cipher created a race who had an [imaginary] subtype. I think should use your imagination (points?) and create an imaginary sentience that can support allies or hinder foes. I was thinking moral bonus penalties at low levels and some larger effects at higher levels.

What do you think?

I think it sounds like bard song... and I don't wish to steal its thunder. though I think a parelel abilaty to command(named somthing like sugestion) that gives an ally the action you would normaly give with command...

bobthe6th
2012-07-28, 09:00 PM
ka bump... any further thought?

Eldest
2012-07-29, 01:55 AM
I am not so much going to PEACH as fix spelling and grammar and stuff.


The Mind Bender is much derided. It's not worth the levels beyond one... so in my continuing remake of psionics, I present the Mind Bender.


Mind Bender
{table=head]Level|BAB|Fort|Ref|Will|Special |
Telepathy|Mind Blast|Miss Chance

1st|+0|+0|+0|+2|Mind blast, Command(move action)|
10ft|1d10|0%

2nd|+1|+0|+0|+3|Cloud the mind(Silent image, Disguise self)|
20ft|1d10|5%

3rd|+1|+1|+1|+3|Command(2 targets)|
30ft|2d10|5%

4th|+2|+1|+1|+4|Cloud the mind(Minor image)|
40ft|2d10|10%

5th|+2|+1|+1|+4|Mental Wards|
50ft|3d10|10%

6th|+3|+2|+2|+5|Cloud the mind(Major image), Command(standard action)|
60ft|3d10|15%

7th|+3|+2|+2|+5|Mad landscaping|
70ft|4d10|15%

8th|+4|+2|+2|+6|Command(3 targets)|
80ft|4d10|20%

9th|+4|+3|+3|+6|Improved mental shielding|
90ft|5d10|20%

10th|+5|+3|+3|+7|Greater mad landscaping|
100ft|5d10|25%

11th|+5|+3|+3|+7|Command(fullround action)|
110ft|6d10|25%

12th|+6/+1|+4|+4|+8|Cloud the mind(mislead)|
120ft|6d10|30%

13th|+6/+1|+4|+4|+8|Command(4 targets)|
130ft|7d10|30%

14th|+7/+2|+4|+4|+9|Cloud the mind(mass mislead)|
140ft|7d10|35%

15th|+7/+2|+5|+5|+9|Greater mental shielding|
150ft|8d10|35%

16th|+8/+3|+5|+5|+10| Command(thrall)|
160ft|8d10|40%

17th|+8/+3|+5|+5|+10||
170ft|9d10|40%

18th|+9/+4|+6|+6|+11|Command(5 targets)|
180ft|9d10|45%

19th|+9/+4|+6|+6|+11|Master mental shielding|
190ft|10d10|45%

20th|+10/+5|+6|+6|+12|MINDRAPE|
200ft|10d10|50%

[/table]
Alignment: Any
Hit Die: 1d4

Class Skills:
Class Skills: Bluff(Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate(Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language, Spellcraft (Int), and Use Magic Device (Cha)
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6+ Int modifier



Class Features:
All the following are class features of the Mind Bender.

Weapon and armor proficiencies: A Mind Bender is proficiant with all simple weapons. They are not proficient with any kind of armor.

Telepathy(Su): A Mind Benders most basic ability, the ability to touch other minds. A Mind Bender can speak telepathically to anything within the range given on the table as long as it has a language. Additionally he may transmit emotions or feelings to creatures without a language. His telepathy is blocked by five foot of dirt or wood, one foot of stone, or one inch of metal per level of Mind Bender.

Command(Su): The first and perhaps greatest of a Mind Bender's manipulations. A Mind Bender can spend a full round action to control a target or targets to an extent (reduced to a standard action at tenth level). The target(s) make a will save DC 10+1/2 Mind Bender level+Mind Bender Cha mod or the Mind Bender chooses their move action for this round. At sixth level, the Mind Bender instead chooses their standard action, at eleventh level the Mind Bender can instead chose to have them perform a full round action, and at sixteenth level the Mind Bender can chose all their actions until the beginning of his targets next turn. At third level and every fifth level there after, a Mind Bender can affect an additional target with this abilaty as part of the same full round action.
This ability can affect mindless or mind-affecting immune creatures, but they do get a +4 bonus to their will save.

Mind blast(Su): A mind is a very soft spot, pushing it a little can cause great harm. A Mind Bender can chose to deal 1d10 nonlethal damage plus another 1d10 nonlethal damage every second level in place of a action specification to a target that failed it's save aginst his command ability.

Cloud the mind(Su): A Mind Bender has a great skill in fooling those he can affect telepathically. He can create myriad illusions, but only as far as he can influence. When a non mindless creature enters his telepathy range, they must make a will save DC 10+1/2 Mind Bender level + Cha modifier. If they fail, they are considered to have failed to disbelieve all the illusions the Mind Bender has active, and do not get another save to disbelieve them. All illusions created with this ability do not need to be concentrated to exist. This ability begins at second level, when he can create one silent image as the spell and create a disguise self effect also as the spell.
At fourth level, he can create two silent images or one minor image as the spell.
At sixth level, he can create three silent images, two minor images, or one major image as the spell.
At eighth level he can create four silent images, three minor images, or two major images.
At tenth level he can create five silent images, four minor images, or three major images.
At twelfth level he can create six silent images, five minor images, or four major images, or generate a mislead effect as the spell.
At fourteenth level he can generate seven silent images, six minor images, five major images, or two mislead effects that can target other creatures.
At sixteenth level he can generate eight silent images, seven minor images, six major images, or three mislead B]effects[/B] that can target other creatures.
At eighteenth level he can generate nine silent images, eight minor images, seven major images, or four mislead effects that can target other creatures.
At twentieth level he can generate ten silent images, nine minor images, eight major images, or five mislead effects that can target other creatures.

Additionally the Mind Bender has the indicated miss chance against targets that fail their save.

Mental shielding(Su): Starting at fifth level, a Mind Bender begins to be able to defend their own mind. They gain SR and PR 5+ their Mind Bender level against mind-affecting spells or powers, and a +2 bonus to saving throws against mind-affecting effects.


Mad landscaping(Su): Starting at seventh level, the Mind Bender can force those in his influence into a land of his choosing. He may manipulate the terrain as the hallucinatory terrain spell, but the area is his telepathy range. This ability only affects those that fail their save against Cloud the mind.

Improved mental shielding(Su): At nineth level, a Mind Bender grows more adept at protecting his mind. They gain SR and PR 10+their Mind Bender level against mind-affecting spells or powers, and a +4 bonus to saving throws against mind affecting effects.

Greater mad landscaping(Su):
At level 10, the Mind Bender adds buildings to his mental domain. He may now add buildings and other such changes to the terrain as the mirage arcana spell.

Greater mental shielding(Su): At fifteenth level, a Mind Bender is nearly imposible to affect. They gain SR and PR 15+their Mind Bender level against mind-affecting spells or powers, and a +6 bonus to saving throws against mind-affecting effects.

Master mental shielding(Su): At nineteenth level a Mind Bender is close to being mentally invulnerable. They gain SR and PR 20+their mindbender level against mind-affecting spells or powers, and a +8 bonus to saving throws against mind-affecting effects.

MIND RAPE(Su): Most of the time a Mind Bender can just influence a creatures mind... at twentieth level they can rebuild it from the ground up. Using MIND RAPE requires the target to be affected by the command ability. Using the ability is 10 rounds of full round actions, and requiring total concentration(treat as a 10th level spell for the affects of distraction). THe target is paralyzed for the 10 rounds. At the end of this time, the Mind Bender can induce any amount of amnesia, repressing the memories, or the Mind Bender can or plant any amount of false memories. Either way the target is dazed for 24 hours therafter as they reconstruct their mind around the new data. During this time the target changes alignment, level, and any other statistic based on their new memories. This affect can be broken by a remove curse spell cast by someone who new the target before they were MIND RAPED.

No idea if I got everything; in fact, given my sleepy state, I probably missed some stuff.
Also, could the MIND RAPE ability be used to give somebody more levels than they already possessed? Because as written now, that is entirely possible.
EDIT: What is the Mislead Effect spell? You mention it in the Cloud the Mind power.
Also, I didn't put these in bold, but it's "mind-affecting," not "mind effecting."

Faerieheart
2012-07-29, 10:58 AM
You are missing some form of mind reading. The class feels half done without it.

Oh and d4 is to low for hit points for this class, you need D6 minimum. It is no where near a true caster and thus does not need that heinous penalty. Is already suffering by having the worst BAB bonus combined with no ability to do anything to half the stuff in the D&D verse besides use a crossbow.

Plants, Constructs, Oozes, Undead, and I'm not sure what else, but all these things at least are completely immune to everything this class does for the most part.

Oh and anything with regeneration such as trolls are completely immune to the mind blast ability.

Personally I'd up the hd to D8, decrease the skill points to 4/level, increase the bab to 3/4th and give it eventual detect thoughts which increases to mind probe at later levels.

Such an individual would become reliant on their powers and use them far more often than actual social skills. Besides 4 is enough to get some of what you need. You can still social out and be a mega face. You just won't be a trap finding rogue type, but you shouldn't be anyway. You should be throwing the bad guys mooks into traps to disarm them. And you don't sneak past guards you tell them to let you in.

Actually you need some kind of force persuade ability like "suggestion" so you can do things like hold up a piece of paper and say "this is a pass" and walk in past the guards.

bobthe6th
2012-07-29, 07:53 PM
@Eldest: love people that will do edits. also a) I will redo it to a degree, making the point you can axe levels, but not add new ones. though you can undo your own level removals. b)mislead is a illusion spell that makes a illusion copy of you and makes you invisible. it is a fun thing to do.

@Faerieheart: will figure a way to do this... still thinking on it.


This abilaty can affect mindless or mind affecting immune creatures, but they do get a +4 bonus to their will save.
low, the 50% grew smaller.

make the trolls eat themselves, +3 will save at DC12-13+cha mod... around 50% failure rate. mindblast is weakish for a reason...

this is a pure mind class... it has more reason then a caster to have no HP. doubly so for BAB. their is no good reason to give them any BAB. on the other hand this is a bit of a skill monkey class... so 6+int seems about right. I liked 8, but it was a bit excessive. so bard skills. but detect thoughts seems about right...

also, 4 scrapes you down to like 6-8 maxed skills... skills are fun, and this class needs to have some out of combat stuff. and full sugestion... it is called bluff, with glibness. I will add a whole mental way to pull those things off, so you can diplomance through your problems... and... most games don't have that many mooks. and the ones that are their you generaly need to kill quickly.

bluff covers this, though I do like the idea of mini dominate that eats one of your targets for command.

Deviston
2012-07-30, 09:15 AM
http://www.heroespodcast.com/wp-content/uploads/2010/02/Greg-Grunberg_l.jpg

"I see what you did there. ~~~ NOW, YOU WILL ADD MIND READING INTO THIS CLASS THAT REPRESENTS ME. THEN YOU WILL GO GET ME A SLUSHO ~~~"

Oh noes! You have angered the Matt Parkman!
Nice class! I would say add Glimpse the Mind: Those who fail the saving throw when entering Matt Parkman's telepathy range via Cloud the Mind, also allow their surface thoughts to be read by Matt Parkman.

bobthe6th
2012-07-30, 09:17 AM
then a spend a minute of full round actions on a target and get a full memory dump... or just the cliff notes version.

Eldest
2012-07-30, 06:16 PM
Mislead is a illusion spell that makes a illusion copy of you and makes you invisible. it is a fun thing to do.

http://www.wpclipart.com/smiley/simple_smiley/outlined_yellow_smiley/face_icon_shocked.png
Where is this spell!?!
I've been trying to figure out a way to do that for ages!

Madara
2012-07-30, 06:17 PM
http://www.wpclipart.com/smiley/simple_smiley/outlined_yellow_smiley/face_icon_shocked.png
Where is this spell!?!
I've been trying to figure out a way to do that for ages!

Its not a spell, its a warlock invocation. :smallsmile:

bobthe6th
2012-07-30, 06:29 PM
1st place to look, the PHB... page 255, top right hand corner...
then, the SRD spell section (http://www.d20srd.org/srd/spells/mislead.htm)

the warlock invocation, flee the scene changes invisibilaty for dimension door...

also, in unrelated news... would a pp like system that gives 1/3 the pp per level rounded up, but can be refreshed as a full round action be kosher? then the illusions and mind reading could run off of that... make them pay a bit...

danzibr
2012-07-30, 07:36 PM
Hmm. Can you have people gain levels with MIND RAPE?

bobthe6th
2012-07-30, 08:22 PM
a recent retcon says no.

in other news, I will apply some of the edits...

bobthe6th
2012-09-06, 12:23 AM
HUGE UPDATE!
*massive overhaul on cloud the mind
*added a mind reading ability, though I feel a mid level version is needed.
*added puppetry: basically mind switching, with heavy draw backs.
*made telepathy work out to 30ft to start...
*added a picture.

so, anyone want to start the PEACHing?

zegram 33
2012-09-06, 04:57 PM
mind rape seems...either vastly powerful, or entirely pointless.
it only works on controlled targts, so do you need to succesfully makethe control effect or 10 turns on the trot?
cuz thats a 50/50 of the target rolling a natural 20, even if they have no chance of succeeding against your ability scores.

if you only need it once, then it gains some in combat utility as a way to paralyse the target for a bit, but mainly, it becomes a fantastically powerful skill.

its a class that can deal heavy non-lethal damage. so, theres nothing to stop you subduing every living enemy you come across that way, nd repeatedly attempting to mind rape them into thinking they are fanatically lawful good and sworn to protect you wih their life.
even restricting it to one use per enmy per YEAR woul still man youd recruit half your targets, and once you leave the ara you found thm its unlikely anyone will both know them well and have break curse.

on the other hand, i VERY like the ability in theory, its just a little rough atm.
maybe introduce a weaker version earlier on, that only works fully if the target is willing, otherwie fading afte...i dunno, class level no. of days maybe? (so allows for it to be used on enemies with exceptional concentration of telepathic diplomacy, say)
im envisaging telepaths hypnotising a party member and middle level enemy mook o gain the enemy mooks trust, before loering the effect and regrouping
or some such, you get the idea ;-)

sorry about any silly typo's, got a new laptop and the keys are all funny

bobthe6th
2012-09-06, 07:30 PM
Glad for a PEACH... but you managed to find the one thing I didn't overhaul.



mind rape seems...either vastly powerful, or entirely pointless.
it only works on controlled targets, so do you need to successfully make the control effect or 10 turns on the trot?
because that's a 50/50 of the target rolling a natural 20, even if they have no chance of succeeding against your ability scores.


yes... really, mind rape should be a pain... but perhapce make it tie into puppetry? so you have to be in total control of the target, and be defenses yourself... and have a build in limit for CR and stuff.



if you only need it once, then it gains some in combat utility as a way to paralyse the target for a bit, but mainly, it becomes a fantastically powerful skill.


See, that is concerning.



its a class that can deal heavy non-lethal damage. so, theres nothing to stop you subduing every living enemy you come across that way, and repeatedly attempting to mind rape them into thinking they are fanatically lawful good and sworn to protect you with their life.
even restricting it to one use per enamy per YEAR would still mean you'd recruit half your targets, and once you leave the area you found them its unlikely anyone will both know them well and have break curse.


well "know them" falls to DM fiat. like every cleric should know the king, and often foreign kings. stuff like that. But yeah, I don't know what to really limit it with...



on the other hand, I VERY like the ability in theory, its just a little rough atm.
maybe introduce a weaker version earlier on, that only works fully if the target is willing, otherwise fading after...i dunno, class level no. of days maybe? (so allows for it to be used on enemies with exceptional concentration of telepathic diplomacy, say)
I'm envisaging telepaths hypnotizing a party member and middle level enemy mook to gain the enemy mooks trust, before luring the effect and regrouping
or some such, you get the idea ;-)


hmm... don't know about this. seems... odd.




sorry about any silly typo's, got a new laptop and the keys are all funny

fixed the ones I saw...

ArkenBrony
2012-09-07, 09:50 PM
http://i37.photobucket.com/albums/e55/bgtschool/Telepathy.jpg
"GET OUT OF MY HEAD!"-A mindbenders victim, shortly before committing suicide.

like the picture

Telepathy(Su): A mindbenders most basic ability, the ability to touch other minds. A mindbender can speak telepathically to anything within the range given on the table as long as it has a language. Over this link he may use any social skill(such as intimidate, diplomacy, bluff, sense motive, or gather information). Additionally he may transmit emotions or feelings to creatures without a language. His telepathy is blocked by five foot of dirt or wood, one foot of stone, or one inch of metal per level of mindbender.

nice ability, i have limited knowledge about how telepathy regularly works, but the social skills give the class a nice flavor, and out of combat stuff

Command(Su): The first and perhaps greatest of a mindbender's manipulations. A mindbender can spend a full round action to control a target or targets to an extent(reduced to a standard action at tenth level). The target(s) make a will save DC 10+1/2 mindbender level+mindbender Cha mod or the mindbender chooses their move action for this round. At sixth level, the mindbender instead chooses their standard action, at eleventh level the mind bender can instead chose to have them perform a full round action, and at sixteenth level the mindbender can chose all their actions until the beginning of his targets next turn. At third level and every fifth level there after, a mind bender can affect an additional target with this abilaty as part of the same full round action.
good DC, and even at its lowest level, it is pretty powerful, considering the amount of stuff a move action could do, i really love this ability

This abilaty can affect mindless or mind affecting immune creatures, but they do get a +4 bonus to their will save.
this part is key, it makes the ability worthwhile against other enemies that this type of combat would normally do nothing to

Mind blast(Su): A mind is a very soft spot, pushing it a little can cause great harm. A mind bender can chose to deal 1d10 nonleathal damage plus another 1d10 non lethal damage every second level in place of a action specification to a target that failed it's save aginst his command ability.
this does nice damage, and it works even better when you can target multiple enemies, but i think you might want to add something that lets you damage creatures immune to non-lethal damage

Cloud the mind(Su): A mind bender has a great skill in fooling those he can affect telepathically. He can create myriad illusions, but only as far as he can influence. When a non mindless creature enters his telepathy range, they must make a will save DC 10+1/2 mindbender level+mindbender Cha modifier. The mindbender can chose to exempt creatures from this affect. If they fail, they are considered to have failed to disbelieve all the illusions the mind bender has active, and do not get another save to disbelieve them. If they succeed they are forced to make a will save the next round. This continues until they leave the mindbenders telepathy range or they fail the save.
i understand why that was needed, but the repeated saving throws makes this REALLY powerful, except mindless can resist this, i'd keep it like this but keep in mind that this can do a very powerful effect depending on how your DM works illusions

All illusions created with this ability do not need to be concentrated to exist. They are created by the mindbender as a free action that can be taken at any time and continue until the mindbender cancels them as a free action that can be taken at any time.
does that mean you can change it on other peoples turns?

Additionally the Mind Bender has the indicated miss chance against targets that fail their save. This portion of the ability does not take up cloud slots.
the mandatory defensive ability, it works, i like it

Mind scan(Su): Starting a fifth level, a mindbender moves beyond communication into true mind reading. He can produce a read mind affect in his telepathy range as a swift action, but it automatically acts as if round three of concentration. Maintaining the affect is also a swift action, and must be done each round. Targets get the will save to hide their thoughts, but the DC is 10+1/2 the mindbenders level+the mindbenders intelligence modifier score. Success hides the targets thoughts for the round, but the protection only lasts for the round and they must make the save again for the next round.
ah, mind reading, great to add for any psychic class

Mad landscaping(Su): Starting at seventh level, the mindbender can force those in his influence into a land of his choosing. This ability effects targets that have failed their will save against cloud the mind. The minbender can as non actions create a Hallucinatory terrain effect with an unlimited duration in his telepathy range, and can cancel it as a free action.
that is cool, with this and the cloud stuff, when someones within your radius, their in your own world!
Puppetry(Su): Starting at eighth level, a mindbender can toy with opponents to a frightening degree. He can chose to sacrifice all his commands for a round to attempt full mental control over a target. The target must have a CR equal to or less then the mindbender. The target gets a will save as if saving against the command ability. If it fails, the mindbender becomes paralyzed, and gains full control of the target(can dictate all actions, knows and can use all of the targets skills, feats, and abilities, ect). If target takes damage, the mindbender takes an equal amount of nonlethal damage. If the mindbender falls unconscious, the control is broken. The mindbender can end this abilaty at any time as a free action.

this is a mind effecting ability.
love the ability, can you use it on multiple enemies as your levels increase as with command?

Greater mad landscaping(Su):
At tenth level, the mind bender adds buildings to his mental domain. This ability effects targets that have failed their will save against cloud the mind. The minbender can as non actions create a mirage arcana effect with an unlimited duration in his telepathy range, and can cancel it as a free action.
as earlier one, this is cool, this class clearly has great area control

Mental shielding(Su): Starting at fifth level, a mindbender begins to be able to defend their own mind. They gain SR and PR 5+their mindbender level against mind effecting spells or powers, and a +2 bonus to saving throws against mind affecting effects.

Improved mental shielding(Su): At nineth level, a mind bender grows more adept at protecting his mind. They gain SR and PR 10+their mindbender level against mind effecting spells or powers, and a +4 bonus to saving throws against mind affecting effects.

Greater mental shielding(Su): At fifteenth level, a mindbender is nearly imposible to effect. They gain SR and PR 15+their mindbender level against mind effecting spells or powers, and a +6 bonus to saving throws against mind affecting effects.

Master mental shielding(Su): At nineteenth level a mindbender is almost un effectable. They gain SR and PR 20+their mindbender level against mind effecting spells or powers, and a +8 bonus to saving throws against mind affecting effects.
so as you level up, you get more percentage resistance, i think this will work, but maybe immunity to mind affecting spells at 19th level instead of +8

MIND RAPE(Su): Most of the time a mindbender can just influence a creatures mind... at twentieth level they can rebuild it from the ground up. Using MIND RAPE requires the target to be affected by the command ability. Using the abilaty is 10 rounds of full round actions, and requiring total concentration(treat as a 10th level spell for the affects of distraction). THe target is paralyzed for the 10 rounds. At the end of this time, the mindbender can induce any amount of amnesia, repressing the memories, or the mind bender can or plant any amount of false memories. This abilaty can remove levels from a target, but can't add them. Either way the target is dazed for 24 hours therafter as they reconstruct their mind around the new data. During this time the target changes alinment, level, and any other statistic based on their new memories. This affect can be broken by a remove curse spell cast by someone who new the target before they were MIND RAPED.
this is cool, and its possibilities are very cool,but i think you should maybe make wish and miracle be able to remove it even if they didn't already know them, just a thought


done besides fluff... but this is a very rough draft,I would really like feed back.

this class has great potential, i love it, keep up the awesome works!

bobthe6th
2012-09-07, 10:34 PM
nice ability, i have limited knowledge about how telepathy regularly works, but the social skills give the class a nice flavor, and out of combat stuff

thank you.


good DC, and even at its lowest level, it is pretty powerful, considering the amount of stuff a move action could do, i really love this ability

yeah... drop weapons, draw usless weapons, ect.

and yeah, standard DC.


this part is key, it makes the ability worthwhile against other enemies that this type of combat would normally do nothing to

I will admit that part is a bit gamist, but mind immunity is very easy to get. If mind immunity was rarer, or was fixed in some manner to be less yes/no, then this could be removed.


this does nice damage, and it works even better when you can target multiple enemies, but i think you might want to add something that lets you damage creatures immune to non-lethal damage


Well... as I said before, you can still command them to do things... I feel loath to change this, as non-lethal is just right for the flavor. the next Idea would be 1d4/2 level force damage... that is really weak, and damages flavor.


i understand why that was needed, but the repeated saving throws makes this REALLY powerful, except mindless can resist this, i'd keep it like this but keep in mind that this can do a very powerful effect depending on how your DM works illusions

man... I just added the repeat on saving throws in this remake, and it is... funky. It is really necessary to do a lot of tricks, and not have 50% of people ignore them.


does that mean you can change it on other peoples turns?

yes.


the mandatory defensive ability, it works, i like it

yeah... no armor sqishy needs something.


ah, mind reading, great to add for any psychic class

still ploting to add another pre MINDRAPE mind reading abilaty... just need to figure out were to stick mind scan in the progression.


that is cool, with this and the cloud stuff, when someones within your radius, their in your own world!

Know Azen from Bleach? thats what I want this class to do.


love the ability, can you use it on multiple enemies as your levels increase as with command?

I would be hesitant... it would heavily break the action economy. Perhapce more of lower and lower HD? like one at =HD, two at HD-2, 3 at HD-4, 4 at HD-6, and so on... I would still worry though...


as earlier one, this is cool, this class clearly has great area control

yep...


so as you level up, you get more percentage resistance, i think this will work, but maybe immunity to mind affecting spells at 19th level instead of +8

I could see that... with a note the bonus to resist still applies if the immunity is overrided.


this is cool, and its possibilities are very cool,but i think you should maybe make wish and miracle be able to remove it even if they didn't already know them, just a thought

hmm... but how would they now to wish that? That is the thing... the mind is reformatted, the previous memories are gone. people who know them might notice... perhapce a bi pass, mind reading pops up the change, and allows you to fix it as if you knew them? dunno though...

Thanks for commenting!

ArkenBrony
2012-09-08, 12:32 AM
thank you.

no problem

I will admit that part is a bit gamist, but mind immunity is very easy to get. If mind immunity was rarer, or was fixed in some manner to be less yes/no, then this could be removed.

yeah, i dont think it should be removed, it is required to not make this class have an enemy it's useless against

Well... as I said before, you can still command them to do things... I feel loath to change this, as non-lethal is just right for the flavor. the next Idea would be 1d4/2 level force damage... that is really weak, and damages flavor.

i think non-lethal works great, but against golems and such that are immune to that damage, i think at some level you should be able to at least partially damage them

man... I just added the repeat on saving throws in this remake, and it is... funky. It is really necessary to do a lot of tricks, and not have 50% of people ignore them.

well, i dont think this ability is game breaking, so you could either keep this, or make the saving throw higher than standard

Know Azen from Bleach? thats what I want this class to do.

yes, but my idea was more to kanchome from zatch bell using shin poruku (http://zatchbell.wikia.com/wiki/Shin_Poruku)

I would be hesitant... it would heavily break the action economy. Perhapce more of lower and lower HD? like one at =HD, two at HD-2, 3 at HD-4, 4 at HD-6, and so on... I would still worry though...

im not saying it should, im just asking because I wasn't clear on how it worked, i think it should only be 1 person

hmm... but how would they now to wish that? That is the thing... the mind is reformatted, the previous memories are gone. people who know them might notice... perhapce a bi pass, mind reading pops up the change, and allows you to fix it as if you knew them? dunno though...

true enough, though it could be a good plot point in an adventure, there is only one person who knows how to stop something, but his memory has been removed, so the party must find a means to remove the mental block

Thanks for commenting!

it was my pleasure

bobthe6th
2012-09-08, 12:56 AM
yeah, i dont think it should be removed, it is required to not make this class have an enemy it's useless against

At the same time, blowing off 9th level spells is... again funky. still, it is what it is, and will stay as it is.

i think non-lethal works great, but against golems and such that are immune to that damage, i think at some level you should be able to at least partially damage them

hmm... the problem is with what I think the fluff should be(massive head aches rather then actual force), but I could see adding a 1d6 version that deals untyped damage.

well, i dont think this ability is game breaking, so you could either keep this, or make the saving throw higher than standard

fair enough. I will leave it as is.

yes, but my idea was more to kanchome from zatch bell using shin poruku (http://zatchbell.wikia.com/wiki/Shin_Poruku)

wikis are useful there I must admit. But yeah, the illusions work as such. though I think I should replace the spells with given illusion size, and make them affect one sense at a time... or something. Illusions are a bit OP in there versatility. but that will need to wait till monday, as itis late and I work all weekend.

im not saying it should, im just asking because I wasn't clear on how it worked, i think it should only be 1 person

oh, then yeah, you are making one super command in place of all the other commands.

true enough, though it could be a good plot point in an adventure, there is only one person who knows how to stop something, but his memory has been removed, so the party must find a means to remove the mental block

yeah, it is a capstone... but I do worry about the exploit of wiping nations at a time over time.

urkthegurk
2012-09-08, 01:22 AM
I'd be interested in Empathy-based class abilities, maybe ACFs. I have a few ideas...

Veklim
2012-09-08, 06:40 AM
Nice class bob, will give you a good PEACHING once I have the time, but as an initial question...how are these guys meant to survive an encounter with few HP, no armour use and only Dex to help out...? Unless I missed something with my first skim, their AC is gonna be 10 + dex, and that's it...ouch!

Faerieheart
2012-09-08, 10:26 AM
eh I love these kinds of classes but I'm still saying I would never play it. Straight out mind control is to blatant and that's the only way this class can control others (other than skills, but those depend too much on the DM).

I'm telling you the class needs suggestion for subtlety. It's a subtle concept that can't be subtle. If you "force" an action on someone, they automatically know you did it. Great and fine for combat, but not for the subtler out of combat interactions that's this kind of classes role outside of combat.

zegram 33
2012-09-08, 03:56 PM
for puppetry: what about allowing for control of a TOTAL number of HD = to your HD to be controlled?

i know thats a messy way of putting it, but say you had 12 HD, you could control one target of 12 HD, 2 targets of 6HD each, and so on.

maybe give penalties to the opponents will save for each "HD" the mindbender allocates to it over its HD.
so you in the above example, the mindbender coul use all 12 of his HD against one of the 6HD creatures, and the creatre then gets a -6 penalty to its will save?

similarly, maybe have the mindbender take a percentage of the damage dealt to the puppeted target as nonlethal damage, since as a squishy wizard type, its gonna be difficult to do anything major without just falling unconscious.
or maybe you could say "attempting to do anything tha will blatantly harm the creature will cause a fearful shock bck along the telepathic link, dealing that damage as non-lethal damage to the mindbender as well" so the puppeted creature/s can be made to attack their allies but not to slit there own throats or some such.

unless you were trying to avoid allowing them to fight there own allies, and meant it as some form of infiltration/information gathering ability?
i cant find a listed duration or range for it, so with your "aura of messing with peoples heads" it seems quite plausible for a minion to be walking along an alley then emerge at the other end with all his memories copied.

i dont think suggestion is necessary: with the memory steal and possesion effects of puppet-ification, the illusion aura showing what ever you want it to show, and the ability to control an enemies movements from out of the line of sight, this class hs what it needs in that sense.

making people run into walls repeatedly is....amusing on many levels.

sorry for the MASSIVE wall of ext, this class is awesome and im sorta commenting as i think of things

bobthe6th
2012-09-08, 04:57 PM
I'd be interested in Empathy-based class abilities, maybe ACFs. I have a few ideas...

eh... if you want to. empathy might be interesting, but I have no ideas in that direction.


Nice class bob, will give you a good PEACHING once I have the time, but as an initial question...how are these guys meant to survive an encounter with few HP, no armour use and only Dex to help out...? Unless I missed something with my first skim, their AC is gonna be 10 + dex, and that's it...ouch!

make the opponent walk away... also see the % miss chance from cloud the mind. Though a monk style +wis to defense might work... perhaps as an insite bonus?


eh I love these kinds of classes but I'm still saying I would never play it. Straight out mind control is to blatant and that's the only way this class can control others (other than skills, but those depend too much on the DM).

I'm telling you the class needs suggestion for subtlety. It's a subtle concept that can't be subtle. If you "force" an action on someone, they automatically know you did it. Great and fine for combat, but not for the subtler out of combat interactions that's this kind of classes role outside of combat.

hmm... really, the command fluff could be redone to be more "make them think it is normal." but might get OP then.

a system of suggestions... perhaps suggestion with a minute cooldown that can be used at will?


for puppetry: what about allowing for control of a TOTAL number of HD = to your HD to be controlled?

i know thats a messy way of putting it, but say you had 12 HD, you could control one target of 12 HD, 2 targets of 6HD each, and so on.

maybe give penalties to the opponents will save for each "HD" the mindbender allocates to it over its HD.
so you in the above example, the mindbender coul use all 12 of his HD against one of the 6HD creatures, and the creatre then gets a -6 penalty to its will save?

similarly, maybe have the mindbender take a percentage of the damage dealt to the puppeted target as nonlethal damage, since as a squishy wizard type, its gonna be difficult to do anything major without just falling unconscious.
or maybe you could say "attempting to do anything tha will blatantly harm the creature will cause a fearful shock bck along the telepathic link, dealing that damage as non-lethal damage to the mindbender as well" so the puppeted creature/s can be made to attack their allies but not to slit there own throats or some such.

unless you were trying to avoid allowing them to fight there own allies, and meant it as some form of infiltration/information gathering ability?
i cant find a listed duration or range for it, so with your "aura of messing with peoples heads" it seems quite plausible for a minion to be walking along an alley then emerge at the other end with all his memories copied.


first, I wanted to avoid multi puppetry, as it seems... nasty. being one equal level fighter is bad enough, being a dozen snaps the action econamy in half.

simalerly, I meant the nonlethal damage to keep from super powering the ability. wild shape is obscene for a reason(oh, all your physical stats nolonger matter, your a bear.). so, the idea was if you go unconcious after your HP in nonlethal damage... you get no real bonus HP.


i dont think suggestion is necessary: with the memory steal and possesion effects of puppet-ification, the illusion aura showing what ever you want it to show, and the ability to control an enemies movements from out of the line of sight, this class hs what it needs in that sense.

making people run into walls repeatedly is....amusing on many levels.

sorry for the MASSIVE wall of ext, this class is awesome and im sorta commenting as i think of things

yeah, but being able to suggest is so nice... undecided there.

ArkenBrony
2012-09-11, 09:36 PM
eh... if you want to. empathy might be interesting, but I have no ideas in that direction.

you could give a variety of abilities imbued based on what emotion you choose, making anger similar to rage, sadness similar to crushing despair, confusion for indecision? stuff like that


make the opponent walk away... also see the % miss chance from cloud the mind. Though a monk style +wis to defense might work... perhaps as an insite bonus?

i would choose int over wisdom personally, as it fits better the ideals of the class, and would make sense with the reading minds stuff, you know what they do before they do it


hmm... really, the command fluff could be redone to be more "make them think it is normal." but might get OP then.

i, personally, think they are temporarily forced into their subconscious, not knowing what they did until afterwards, based on what has changed


a system of suggestions... perhaps suggestion with a minute cooldown that can be used at will?

i would more extend the abilities to bluff them through teir mind, and increase what they can do with that, allowing them to make the person believe it is their conscience suggesting them to do things, so it is a skill check, then a will save, and it cant be completely out of the realm of possibility


first, I wanted to avoid multi puppetry, as it seems... nasty. being one equal level fighter is bad enough, being a dozen snaps the action econamy in half.

i agree completely


simalerly, I meant the nonlethal damage to keep from super powering the ability. wild shape is obscene for a reason(oh, all your physical stats nolonger matter, your a bear.). so, the idea was if you go unconcious after your HP in nonlethal damage... you get no real bonus HP.

you could increase the power by adding status effects, like fatigue, daze, stun, paralysis, and such with the damage


yeah, but being able to suggest is so nice... undecided there.
it is

bobthe6th
2012-09-11, 10:40 PM
you could give a variety of abilities imbued based on what emotion you choose, making anger similar to rage, sadness similar to crushing despair, confusion for indecision? stuff like that


seems difficult, and I am lazy.



i would choose int over wisdom personally, as it fits better the ideals of the class, and would make sense with the reading minds stuff, you know what they do before they do it


I really want to introduce some MAD into the class... as he needs only cha and int to work as is... wis for defense could make it a nice flat TAD.



i, personally, think they are temporarily forced into their subconscious, not knowing what they did until afterwards, based on what has changed


fluff as you will.



i would more extend the abilities to bluff them through teir mind, and increase what they can do with that, allowing them to make the person believe it is their conscience suggesting them to do things, so it is a skill check, then a will save, and it cant be completely out of the realm of possibility


seems... like bluff can do this already.



you could increase the power by adding status effects, like fatigue, daze, stun, paralysis, and such with the damage


nah, I like it as is.

ArkenBrony
2012-09-11, 10:54 PM
seems difficult, and I am lazy.

i could help


I really want to introduce some MAD into the class... as he needs only cha and int to work as is... wis for defense could make it a nice flat TAD.

what is MAD, or TAD


seems... like bluff can do this already.

i wasnt sure, but if it does, than nothing needs to be changed


nah, I like it as is.

i understand completely

bobthe6th
2012-09-11, 11:08 PM
i could help

As I said before, if you people want to make these things...



what is MAD, or TAD


TAD is to a degree MAD:smallbiggrin:. Triple <= Multiple.



i wasnt sure, but if it does, than nothing needs to be changed


well... you can lie, and it is a voice in there head telling them to. unless they know what your telepathy "sounds" like.

ArkenBrony
2012-09-11, 11:23 PM
As I said before, if you people want to make these things...

great! ill work on those then


TAD is to a degree MAD:smallbiggrin:. Triple <= Multiple.

still dont know what MAD is


well... you can lie, and it is a voice in there head telling them to. unless they know what your telepathy "sounds" like.

true

bobthe6th
2012-09-11, 11:27 PM
Multiple Attribute Dependance. As opposed to SAD, or Single Attribute Dependance.

So making the class need all 6 attributes is bad... three is better, and one is to good.

ArkenBrony
2012-09-12, 12:47 AM
Multiple Attribute Dependance. As opposed to SAD, or Single Attribute Dependance.

So making the class need all 6 attributes is bad... three is better, and one is to good.

so it needs charisma, dexterity, and constitution?