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Jaojin
2012-08-08, 12:29 AM
All these years and no one has ever made a Mindbender conversion for pathfinder. Over the past couple of months I've had a chance to really get into the class and play it (after wanting to for awhile) and decided to try my hand at tinkering... what better class to start than one that desperately needs it. Very open to suggestions and ideas.

Mindbender
{table]Level |Base Attack Bonus|Fort Save|Reflex Save|Will Save|Special|Spells per Day/Known
1st|0|2|0|2|Telepathy|+1 level of existing arcane spellcasting class
2nd|1|3|0|3|Push the weak mind 1/day, Skill boost|+1 level of existing arcane spellcasting class
3rd|1|3|1|3|Mindread 1/day|+1 level of existing arcane spellcasting class
4th|2|4|1|4|Eternal Charm (1)|-
5th|2|4|1|4|Mindread 2/day, Push the weak mind 2/day|+1 level of existing arcane spellcasting class
6th|3|5|2|5|Eternal Charm (2)|+1 level of existing arcane spellcasting class
7th|3|5|2|5|Mindread 3/day, Dominate|-
8th|4|6|2|6|Eternal Charm (3), Push the weak mind 3/day|+1 level of existing arcane spellcasting class
9th|4|6|3|6|Mindread 4/day, Spell Focus: Enchantment|+1 level of existing arcane spellcasting class
10th|5|7|3|7|Eternal Charm (4), Thrall, Enchantment Spell Power +2|+1 level of existing arcane spellcasting class [/table]

Hit Die: d6.

Requirements:
To qualify to become a mindbender, a character must fulfill all the following criteria .

Alignment: Any nongood.
Skills: Bluff 2 ranks, Diplomacy 2 ranks, Intimidate 2 ranks, Sense Motive 2 ranks
Spells: Able to cast charm person, use charm person or charm monster as a spell-like ability, or have the charm invocation.
Spells or Spell-like abilities: Arcane caster level 5th.

Class Skills:
The mindbender's class skills (and the key ability for each skill) are Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Knowledge (all class skills taken individually) (Int), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.

Class Features:
All of the following are Class Features of the mindbender prestige class.

Weapon and Armor Proficiency: Mindbenders gain no proficiency with any weapon or armor.

Spells per Day/Spells Known: At the indicated levels, a mindbender gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a dragon disciple, he must decide to which class he adds the new level for purposes of determining spells per day.

Telepathy (Su): A mindbender unlocks one of the most basic elements of his mental craft at 1st level, gaining the ability to communicate telepathically with any creature within 100ft that has a language.

Skill Boost (Ex): A mindbender is a consummate student of manipulation, be it magical or mundane. Beginning at 2nd level, he can add his class level as a competence bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks.

Push the Weak Mind (Sp): At 2nd level, a mindbender can influence the actions of a living creature of Large or smaller size once per day. This ability functions like the suggestion spell, except that the range is 100 ft and the duration is 5 hours plus 1 hour per class level. The mindbender can communicate the suggested course of action telepathically if he chooses, which allows him to use the effect regardless of the target's language. A successful Will save (DC 13 + primary spellcasting ability modifier) negates the effect.
A mindbender can use this ability one additional time per day per three class levels gained (two times per day at 5th and three times per day at 8th).
Mindread (Sp): At 3rd level, a mindbender can read the surface thoughts of a living creature within 100 feet once per day. This is a mind-affecting ability that requires a standard action to use. The mindbender must be able to see the target; a successful Will save (DC 12 + primary spellcasting ability modifier) negates the effect. Creatures of animal intelligence (Int 1 or 2) have only simple, instinctual thoughts. Maintaining the effect requires concentration; the maximum duration is 10 minutes. This ability can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. This effect is the equivalent of a 2nd level spell.
A mindbender can use this ability one additional time per day per two levels gained (two times per day at 5th, three times per day at 7th, and four times per day at 9th).

Eternal Charm (Sp): At 4th level, a mindbender can charm any living creature of Large or smaller size within 100ft (as charm monster) once per day. A successful Will save (DC 14 + primary spellcasting ability modifier) negates the effect. The duration is permanent; however a mindbender can only have a maximum of one creature (plus one additional creature at 6th, 8th, and 10th) charmed this way at any given time. If he attempts to use this power on another creature while he has the maximum amount under this effect, the victim under his influence the longest is automatically broken (regardless of the success of the newest attempt). This effect is also broken if the mindbender or one of his allies injures the target. Dispel Magic has no effect on an eternal charm, though break enchantment frees the victim (treat as the mindbender's arcane spellcasting class level which is used for this prestige class).

Dominate (Sp): At 7th level, a mindbender becomes able to dominate any single living creature of Large or smaller size within 100 feet (as dominate monster) once per day. A successful Will save (DC 19 + primary spellcasting ability modifier) negates the effect. The duration is 24 hours.

Spell Focus: Enchantment: A mindbender gains Spell Focus: Enchantment as a bonus feat at 9th level. If he already has this feat, he instead gains Greater Spell Focus: Enchantment. If he already has both, he may choose any other feat which he meets the prerequisites for.

Thrall (Su): At 10th level, a mindbender reaches the pinnacle of his mental mastery. He can choose to make the duration of his dominate ability (see above) permanent, but only on one target at a time. If a mindbender chooses to dominate another creature and make that effect permanent, the previous thrall is freed from the effect.

Enchantment Spell Power (Ex): Also at 10th level, a mindbender's enchantment spells become more powerful. He adds 2 to his caster level for any enchantment spell.

Jaojin
2012-08-08, 12:36 AM
Reserved for future ideas