ben-zayb
2013-09-05, 10:12 PM
Psychotherapist
Ideal Image (http://th04.deviantart.net/fs71/PRE/f/2012/166/1/e/it__s_all_in_your_head__alice____by_iamrinoahearti lly-d53mkql.jpg)
"Oh he's fine. Just questioning his grip on reality. You should be doing the same any time now"
-Dr. Jonathan Crane
Psychotherapists are people who have intimate knowledge of the psyche; how the mind works the way they do, what drives the mind to work that way, and how someone's behaviors, conditions, and thinking processes can be altered.
Adventures: Psychotherapists are usually employed in mental health wards. However, some Psychotherapists adventure as part of large expeditions to help voyagers overcome mental difficulties inherent in such ventures. Other Psychotherapists wander alone or in groups upon request of other cities with rising rates of mentally-challenged citizens, either to personally cure or to found a new psychotherapy school.
Characteristics: Psychotherapists usually use their innate psionic abilities to either aid people of mental maladies or use it for profit. Psychotherapists usually start out as very perceptive, and have microscopic eye for details as required by their path. However, continued exposure to insanity and deeper pursuit of understanding the mind diminishes Psychotherapists' perception and insight over time.
Alignment: Psychotherapists come from all walks of life, each with their own motivations and goals. Many Psychotherapists tend to be lawful, since some psychotherapy schools inherently requires oaths, together with a certain degree of professionalism and detachment needed from one's own biases and emotions. Those who are Chaotic sometimes break or bend their oaths to either help anyone in need or harm someone. A good Psychotherapist usually uses her abilities to selflessly aid others, while an evil Psychotherapist uses her abilities, either to harm or heal, for profit and power.
Religion: While religion was never a requirement for being a Psychotherapist, some pursue this path in the name of their deities. Some good Psychotherapists worship deities of Healing, some evil Psychotherapists worship deities of Death, while a few more Psychotherapists worship deities of Knowledge.
Background: Psychotherapists arise from advanced civilizations that cater to the needs of the mentally challenged citizens. Normally, they take the mantle of rehabilitating and healing this citizens inside mental asylums. While normally, appropriate authorities impose strict pacts or oaths to ensure psychotherapy will only be used for altruistic ends, this isn't always the case for every place that offers this study.
Races: Psychotherapy is a very specialized study that requires time and patience to master, much less learn. As such, naturally inquisitive and curious races such as Humans and Gnomes follow this path. On the contrary, less civilized races such as tribal Orcs usually don't have access and the intellectual capacity to pursue such study.
Other Classes: Paladins within close alignment to you thoroughly admire your dedication, but balks at the perceived narrowness and pettiness of your pursuit. Warlocks, more so than sorcerers, disdains your all-too mechanical and methodical approach despite your already-natural power. Psions consider you as a long-lost handicapped relative—Telepaths in particular try to be more understanding of what you are trying to accomplish. Bards and enchanters either enjoy conversations with you about the human psyche, or are far too disturbed due to your particularly specialization in insanity. Good clerics either are very appreciative of your intent to cure people as best as you can, or are slightly paranoid and suspicious of your methods and motives. Barbarians, rangers, and druids are far too alienated with what you are doing, and rarely give it a thought as long as you're not directly harming them.
Role: While the Chirurgery list allows it to take on a variety of roles, Psychotherapists, in the rare occassion that they adventure with a party, more often than not are specialized in debuffing and damaging enemies from afar. Their pseudo-healing and restoration abilities are more handily available off-combat, but not as good as those of Druids and Clerics. Due to their intensive studying, many Psychotherapists are also walking repositories of lore and knowledge—some of which allegedly are forbidden for mere mortal minds to learn.
Adaptation: Possible adaptations would be to remove all psionic references, replacing it with divine sources from either deities of death/affliction or life/healing, arcane sources from conjuration-necromancy synthesists, shadowmagic sources from the Plane of Shadow, or otherworldly sources such as from the Far Realm.
GAME RULE INFORMATION
Psychotherapist's have the following game statistics.
Abilities: Intelligence is important for the Psychotherapist class abilities, most especially for the DC of her Chirurgeries. Strength, or Dexterity may be needed at lower levels to improve the accuracy of Lobotomy.
Alignment: Any
Hit Die: d6
Starting Age: As Psion
Starting Gold: As Psion (3d4 x 10 gp)
Class Skills
The Psychotherapist's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Heal (Wis), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Use Psionic Device (Cha), and Use Rope (Dex)
Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier
Table 1: Psychotherapist
Level
BAB
Fort
Ref
Will
Special
Chirurgeries
Max Instability Points
1st
+0
+0
+0
+2
Lobotomy +1d6, Instability Points, Chirurgeries (least)
1
1
2nd
+1
+0
+0
+3
Chasing Madness (Find)
2
3
3rd
+2
+1
+1
+3
Psychogenesis, Lobotomy +2d6
3
4
4th
+3
+1
+1
+4
Affective Forecasting (Uncanny Dodge), Delirious Premonitions
3
6
5th
+3
+1
+1
+4
Lobotomy +3d6
4
7
6th
+4
+2
+2
+5
Chirurgeries (up to lesser)
5
9
7th
+5
+2
+2
+5
Lobotomy +4d6
6
10
8th
+6/+1
+2
+2
+6
Chasing Madness (Whisper), Tanglemind
7
12
9th
+6/+1
+3
+3
+6
Lobotomy +5d6, Second Opinion
7
13
10th
+7/+2
+3
+3
+7
Empowering Corruption
8
15
11th
+8/+3
+3
+3
+7
Chirurgeries (up to greater), Lobotomy +6d6
9
16
12th
+9/+4
+4
+4
+8
Affective forecasting (Improved Uncanny Dodge), Psychobabble Trap
10
18
13th
+9/+4
+4
+4
+8
Lobotomy +7d6, The Doctor is Watching
11
19
14th
+10/+5
+4
+4
+9
Chasing Madness (Influence)
11
21
15th
+11/+6/+1
+5
+5
+9
Lobotomy +8d6, Schism
12
22
16th
+12/+7/+2
+5
+5
+10
Chirurgeries (up to maniacal)
13
24
17th
+12/+7/+2
+5
+5
+10
Lobotomy +9d6
14
25
18th
+13/+8/+3
+6
+6
+11
Improved Tanglemind
15
27
19th
+14/+9/+4
+6
+6
+11
Lobotomy +10d6
15
28
20th
+15/+10/+5
+6
+6
+12
Chasing Madness (Channel), Metempsychosis
16
30
Class Features
All of the following are class features of the Psychotherapist.
Weapon and Armor Proficiencies: Psychotherapists are proficient with all simple weapons. They are proficient with light armor, but not with shields.
Lobotomy (Su): The first ability a Psychotherapist learns is Lobotomy. It involves application of psionic energy to delve into the infinite pathways of the mind, usually with the intent to invoke Chirurgeries. Due to the fragile nature of the procedure, resisted application of Lobotomy damages its target.
As a standard action, the character must make a touch attack (if unarmed) or a melee attack (if using a weapon) to use this ability. Willing targets are automatically touched without attack rolls. Lobotomy may not be combined with any other special ability (such as martial maneuvers) unless specifically mentioned (such as in Psycho-Shape and Psycho-Essence Chirurgeries).
Lobotomy inflicts 1d6 points of damage at 1st level to unwilling targets, and it increases by 1d6 points of damage every odd level (to a maximum of +10d6 at 19th level). When used as a touch attack or as a ranged touch attack (through use of certain Psycho-Shape Chirurgeries), Lobotomy scores a critical threat on a natural 20 and inflicts x2 damage on a confirmed critical. When channelled through a weapon, weapon damage is dealt to unwilling targets and multiplied as normal, but Lobotomy damage is never multiplied.
A Lobotomy has a save DC (if it allows a save) equal to 10 + effective power level + the Psychotherapist’s Intelligence modifier. An unmodified Lobotomy has a power level of 1, while a Lobotomy modified with one or two Chirurgeries (one Psycho-Essence, one Psycho-Shape, or both) have an effective power level equal to the sum of all Chirurgeries's own effective power levels (maximum of 9th level). Lobotomy is a mind-affecting supernatural ability and is not subject to spell resistance.
Regardless of willingness, the prodding of one's mind will cause an entropic altering of the psyche. A willing target of lobotomy only ever gains one Instability Level1, see bottom of post regardless of a Lobotomy's effective power level, while an unwilling target of Lobotomy gains Instability Level(s) equal to the applied Lobotomy's effective power level.
Instability Points: Unlike other psionic classes that uses power points to manifest powers and augment their class abilities, Psychotherapists uses a different, warped form of psionic energy. A Psychotherapist's wellspring of power, called Instability Points, are harnessed from the excess psionic energy released by unstable1 minds.
At the start of her round, she may transfer to herself Instability Points (amounting up to a maximum indicated by the Table above) from among a number of unstable targets (possibly including herself) equal to her Intelligence modifier. The targets should be either within her Line of Sight, or detected by her Chasing Madness ability. Note that this doesn't affect the Instability Level of her targets in any way; she merely leeches off the energy that their instability provides. Instability points, while easily produce by certain individuals on a regular basis, are fleeting energy sources that easily dissipate after one round. The amount of Instability points that each unstable target(s) produce are enumerated at the table below1, see bottom of post.
Instability points are used to augment Chirurgeries. Like power points, instability point consumption are limited by the Psychotherapist's manifester level. Effects that utilize power points (such as feats, class features, or powers) can never substitute instability points, and vice versa. Additionally, a Psychotherapist does not gain a daily bonus of power points or instability points for having a high Intelligence score.
Chirurgeries (Ps): A Psychotherapist does not manifest powers as other psychics do. Instead, she possesses a repertoire of attacks, defenses, and abilities known as Chirurgeries that require her to harness the raw energy naturally released by unstable minds. A Psychotherapist can invoke any Chirurgery she knows at will, with the following qualifications:
A Psychotherapist’s Chirurgeries are psi-like abilities; using a Chirurgery is therefore a standard action that provokes attacks of opportunity. A Chirurgery can be disrupted, just as a power can be ruined during manifesting, so a Psychotherapist is entitled to a Concentration check to successfully use a Chirurgery if she is hit by an attack while invoking Chirurgeries. A Psychotherapist’s Chirurgeries are subject to power resistance unless a Chirurgery’s description says otherwise. A Psychotherapist’s manifester level with all her Chirurgeries is equal to her class level. No more than one Psycho-Essence Chirurgery may be applied per target per round, unless specifically mentioned (such as in certain Psycho-Shape Chirurgeries), although a Chirurgery already affecting the target from previous rounds do not count for this purpose.
The save DC for a Chirurgery (if it allows a save) is 10 + effective power level + the Psychotherapist’s Intelligence modifier. Since psi-like abilities are not actually powers, a Psychotherapist cannot benefit from metapsionic feats. She can, however, benefit from the Ability Focus feat, as well as from feats that emulate metapsionic effects for psi-like abilities, such as Quicken Psi-Like Ability and Empower Psi-Like Ability.
The four grades of Chirurgeries, in the order of their relative power, are least, lesser, greater, and maniacal. A Psychotherapist begins play with knowledge of one Chirurgery, which must be of the lowest grade (least), As a Psychotherapist gains levels, she learns new Chirurgeries, as summarized on the table above.
At any level when a Psychotherapist learns a new Chirurgery, she can also replace a Chirurgery she already knows with one of the same or lower grade. At 6th level, a Psychotherapist can replace a least Chirurgery she knows with a different least Chirurgery (in addition to learning a new Chirurgery, which could be least or lesser). At 11th level, a Psychotherapist can replace a least or lesser Chirurgery with another Chirurgery of the same or lower grade (in addition to learning a new Chirurgery, which could be least, lesser, or greater). At 16th level, Psychotherapist can replace a least, lesser, or greater Chirurgery with another Chirurgery of the same or lower grade (in addition to learning a new Chirurgery, which could be least, lesser, greater, or maniacal).
Augmentations: Like many psionic powers, Chirurgeries have augmentation options to further improve their effect. For the purpose of maximum instability point expenditure limit, treat a Chirurgery, or a Lobotomy modified with one or two Chirurgeries, as already having spent power points equal to twice its effective power level minus one ( (2xEPL) - 1). Likewise, a Lobotomy modified by one or two Chirurgeries is also treated as having spent power points equal to twice its total effective power level minus one ( (2xEPL) - 1). As an example:
A level 15 Psychotherapist (ML15) have an instability point expenditure limit of 15.
With the lesser-grade Erode Logic Chirurgery (4th Level) being treated as having already spent 7 instability points, she can now only spend 8 more instability points to augment it.
With both the least-grade Far Realm's Reach (2nd Level) and the lesser-grade Erode Logic (4th Level), the effective power level becomes 6th (13-point cost), leaving her with a 2-point maximum expenditure that can be used to augment the range of Far Real'ms Reach twice.
Chasing Madness (Su): Psychotherapists have deep connections to mental afflictions to the point where they can sense and feel whenever any unstable individual is around. A Psychotherapist's senses develops stronger abilities as she progresses further along this path.
Find: Beginning at 2nd level, the Psychotherapist can sense unstable creatures within range. This functions like a continuous Touchsight power, except that it only can detect and pinpoint unstable creatures, and the range is close (25ft.+ 5ft. per manifester level).
Whisper: Beginning at 8th level, the Psychotherapist can sense and identify any present mind-affecting effects on a detected or pinpointed creature with a successful Psicraft check. Additionally, she gains the ability to communicate telepathically to any detected or pinpointed creature.
Influence: Beginning at 14th level, the Psychotherapist can treat creatures currently detected or pinpointed by Chasing Madness range as though they were within touch range of the Psychotherapist when using Lobotomy. However, a touch attack must still succeed and the target/s must still be within that Psychotherapist's line of effect in order to apply Lobotomy and Chirurgeries.
Channel: Beginning at 20th level, the Psychotherapist can treat a detected or pinpointed creature within range as though it is the point of origin of Lobotomy and Chirurgeries that don't require an attack roll for the purposes of line of effect and line of sight.
Psychogenesis (Ex): A Psychotherapist's continued pursuit of her craft is not without consequence. The very taint of madness slowly creeps its way and integrates itself to a Psychotherapist's own mind, making her intentions more difficult to read.
Beginning at 3rd level, the Psychotherapist adds a +2 insight bonus to her choice of either Bluff or Diplomacy, and her Wisdom score is reduced by 1 point to a minimum score of 1. Once the choice has been made, it cannot be changed. The bonus increases by 2, and the Wisdom score is further reduced by 1 to a minimum score of 1, at 6th, 9th, 12th, 15th, and 18th level.
Affective forecasting (Su): A Psychotherapist's becomes adept at predicting aggressive actions, simply by observing subtle details on behavior, preference, or past actions.
Beginning at 4th level, the Psychotherapist gains Uncanny Dodge, as the Rogue ability. If she already has that ability from another source, she gains Improved Uncanny Dodge Instead. At 12th level, she gains the Improved Uncanny Dodge, if she still doesn't have that ability. Treat her Rogue levels as being equal to her Psychotherapist levels. This ability doesn't work on attacks made before the Psychotherapist's first round in an encounter.
Delirious Premonitions (Su): A Psychotherapist's improving mastery, together with special herbs and chemicals that she consumes, grants her episodic visions of the immediate future.
Beginning at 4th level, the Psychotherapist gains an Insight bonus to AC equal to half of the current unused Instability Points,
Tanglemind (Ex): Through intensive study, a Psychotherapist can incrementally reconstruct her mental pathways to better guard her mind—adding horrific traps, nonterminating loops, pseudodimensional labyrinths.
Beginning at 8th level, the Psychotherapist adds her Intelligence modifier as an Insight bonus to Will Saves. Additionally, if she makes a successful Will save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half), she instead completely negates the effect.
Second Opinion (Ex): The Psychotherapist develops reflexive diagnostic abilities, offering limited aid to her allies in confirming the presence or absence of mental afflictions.
Beginning at 9th level, when an ally within 25-ft. of the Psychotherapist is affected by a mind-affecting spell or effect and fails her saving throw, the Psychotherapist may spend an immeditate action to have her ally attempt the saving throw again 1 round later at the same DC. This works like the Rogue's Slippery Mind special ability, except that it only works on allies without instability levels.
This is a mind-affecting effect that can be used for a total number of times per day equal to one-half of her Psychotherapist level plus her Intelligence modifier (if any).
Empowering Corruption (Su): As a Psychotherapist descends further down the slippery path away from her sanity, her own growing derangement nurtures her ability to corrupt other sound minds.
Beginning at 10th level, all her Psychotherapist class features can affect creatures that have immunity to mind-affecting effects, albeit with a -10 penalty to the abilities' save DCs. This penalty is reduced by an amount equal to the Psychotherapist's own Instability Level. In addition, the DC for each Power Resistance checks to affect a target of a Chirurgery or Lobotomy is reduced by an amount equal to that particular target's Instability Level.
Psychobabble Trap(Su): Anyone who carelessly attempts to delve into the mind of a Psychotherapist is bombarded with information far beyond its simplistic mind to comprehend and process. The endless flow of seemingly gibberish telepathic speech pushes the victim over the edge of sanity.
Beginning at 12th level, when the Psychotherapist successfully saves from a mind-affecting spell or effect, she may spend an immediate action to have its source gain Instability Level equal to its effective spell level. A successful Will Save against a DC equal to the Psychotherapist own save result means the source only gain Instability Level equal to half its effective spell level (rounded up). This ability can't be used against creatures with equal or higher Psychotherapist levels than her.
This is a mind-affecting effect that can be used for a total number of times per day equal to one-half of her Psychotherapist level plus her Intelligence modifier (if any).
The Doctor is Watching (Su): The eye of a Psychotherapist reflects the object of its already unstable enemies' deepest guilts and regrets, driving them further into the brink of insanity
Beginning at 13th level, the Psychotherapist gains a Gaze Attack that bestows a penalty to damage rolls equal to the affected creature's Instability Level. A successful Will Save against a DC of 10 + half the manifester level + the Psychotherapist's Intelligence modifier halves the penalty. At 17th level, all of the Psychotherapist's allies have a 100% chance (instead of 50%) to not need to make a saving throw against the gaze attack each round.
This is a mind-affecting effect that can be used actively for a total number of times per day equal to one-half of her Psychotherapist level plus her Intelligence modifier (if any).
Schism (Ex): The enigma of a Psychotherapist's psyche is further warped by the developing crazed alternate identity that takes complete dominion of her body in situations when she cannot do so of her own volition.
Beginning at 15th level, the Psychotherapist's actions are not affected by any Fear, Charm, and Compulsion effects. Any penalties (but not loss of Dexterity bonus to AC) or damages caused by such effects inflict still affects her, however. Furthermore, Divination spells and effects have a 10% chance per her Instability level (to a maximum of 100% at Instability Level 10) to get purely random information from her, which may be either misleading or true.
Greater Tanglemind (Ex): The influence of madness is now rooted to the deepest confines of even the Psychotherapist's subconscious, granting her access to the hidden mental trapdoors and escape hatches that are useful in cases of emergency to escape from the clutches of intruders.
Beginning at 18th level, the Psychotherapist receives only half damage or partial effects from spells or abilities that normally grant partial effect on a successful Will save, even if she fails the saving throw. Furthermore, she can now use her Psychobabble Trap even on a failed save.
Metempsychosis (Ex): At the pinnacle of a Psychotherapist's research, lies her complete rebirth, enlightenment, and transcendence. She finally sheds her mortal coil for a more spiritual and ethereal form.
At 20th level, the Psychotherapist gains the Abberation type and the Incorporeal Subtype. Psychogenesis now grants her Insight bonus to both Bluff and Diplomacy checks, and she regains all Wisdom score that she lost from that ability. She no longer gains the penalty from instability, and is always considered to have Instability Level 10.
Finally, her Lobotomy and Chirurgeries are now treated as though they were one level higher for the purposes of bestowing Instability Level, but only on unwilling targets (e.g. Lobotomy or Chirurgeries with total Effective Power Level of 1 now grants Instability Level 2, while Effective Power Level of 9 now grants Instability Level 10). The effective level increase is added after all modifications to Lobotomy is added, such that those modified with both Psycho-Essence and Psycho-Shape chirurgeries still only gets an effective level increase once.
Table 2: Unstable, Instability Level, and Instability Points
Instability Level
Instability Points
Penalty
0
0
0
1
1
-1
2
1
-1
3
1
-1
4
3
-2
5
3
-2
6
3
-2
7
7
-4
8
7
-4
9
7
-4
10
15
-8
New Condition
unstable: any creature with at least one Instability Level.
New Term
Instability Level
An affected creature takes a penalty to Will saves, and to all Int/Wis/Cha skill checks and ability checks, based on the table to the left. Affected creatures releases varying amounts of anomalous psionic energy, called Instability Points, at the start of its turn that then dissipates harmlessly after one round.
Instability Level do not stack upon multiple applications, but an effect that causes higher Instability Level replaces the lower. Instability Level remain indefinitely, although the affected creature may attempt a Will save (equal to the effect's save DC, or what its save DC is supposed to be if it does not offer a save) every round at the start of her turn. On a success, instability level goes one level lower. Instability Level can neither go above 10, nor below 0.
A creature with Instability Level for a number of months equal to her Wisdom x Hit Die becomes permanently insane (as the insanity spell).
Ideal Image (http://th04.deviantart.net/fs71/PRE/f/2012/166/1/e/it__s_all_in_your_head__alice____by_iamrinoahearti lly-d53mkql.jpg)
"Oh he's fine. Just questioning his grip on reality. You should be doing the same any time now"
-Dr. Jonathan Crane
Psychotherapists are people who have intimate knowledge of the psyche; how the mind works the way they do, what drives the mind to work that way, and how someone's behaviors, conditions, and thinking processes can be altered.
Adventures: Psychotherapists are usually employed in mental health wards. However, some Psychotherapists adventure as part of large expeditions to help voyagers overcome mental difficulties inherent in such ventures. Other Psychotherapists wander alone or in groups upon request of other cities with rising rates of mentally-challenged citizens, either to personally cure or to found a new psychotherapy school.
Characteristics: Psychotherapists usually use their innate psionic abilities to either aid people of mental maladies or use it for profit. Psychotherapists usually start out as very perceptive, and have microscopic eye for details as required by their path. However, continued exposure to insanity and deeper pursuit of understanding the mind diminishes Psychotherapists' perception and insight over time.
Alignment: Psychotherapists come from all walks of life, each with their own motivations and goals. Many Psychotherapists tend to be lawful, since some psychotherapy schools inherently requires oaths, together with a certain degree of professionalism and detachment needed from one's own biases and emotions. Those who are Chaotic sometimes break or bend their oaths to either help anyone in need or harm someone. A good Psychotherapist usually uses her abilities to selflessly aid others, while an evil Psychotherapist uses her abilities, either to harm or heal, for profit and power.
Religion: While religion was never a requirement for being a Psychotherapist, some pursue this path in the name of their deities. Some good Psychotherapists worship deities of Healing, some evil Psychotherapists worship deities of Death, while a few more Psychotherapists worship deities of Knowledge.
Background: Psychotherapists arise from advanced civilizations that cater to the needs of the mentally challenged citizens. Normally, they take the mantle of rehabilitating and healing this citizens inside mental asylums. While normally, appropriate authorities impose strict pacts or oaths to ensure psychotherapy will only be used for altruistic ends, this isn't always the case for every place that offers this study.
Races: Psychotherapy is a very specialized study that requires time and patience to master, much less learn. As such, naturally inquisitive and curious races such as Humans and Gnomes follow this path. On the contrary, less civilized races such as tribal Orcs usually don't have access and the intellectual capacity to pursue such study.
Other Classes: Paladins within close alignment to you thoroughly admire your dedication, but balks at the perceived narrowness and pettiness of your pursuit. Warlocks, more so than sorcerers, disdains your all-too mechanical and methodical approach despite your already-natural power. Psions consider you as a long-lost handicapped relative—Telepaths in particular try to be more understanding of what you are trying to accomplish. Bards and enchanters either enjoy conversations with you about the human psyche, or are far too disturbed due to your particularly specialization in insanity. Good clerics either are very appreciative of your intent to cure people as best as you can, or are slightly paranoid and suspicious of your methods and motives. Barbarians, rangers, and druids are far too alienated with what you are doing, and rarely give it a thought as long as you're not directly harming them.
Role: While the Chirurgery list allows it to take on a variety of roles, Psychotherapists, in the rare occassion that they adventure with a party, more often than not are specialized in debuffing and damaging enemies from afar. Their pseudo-healing and restoration abilities are more handily available off-combat, but not as good as those of Druids and Clerics. Due to their intensive studying, many Psychotherapists are also walking repositories of lore and knowledge—some of which allegedly are forbidden for mere mortal minds to learn.
Adaptation: Possible adaptations would be to remove all psionic references, replacing it with divine sources from either deities of death/affliction or life/healing, arcane sources from conjuration-necromancy synthesists, shadowmagic sources from the Plane of Shadow, or otherworldly sources such as from the Far Realm.
GAME RULE INFORMATION
Psychotherapist's have the following game statistics.
Abilities: Intelligence is important for the Psychotherapist class abilities, most especially for the DC of her Chirurgeries. Strength, or Dexterity may be needed at lower levels to improve the accuracy of Lobotomy.
Alignment: Any
Hit Die: d6
Starting Age: As Psion
Starting Gold: As Psion (3d4 x 10 gp)
Class Skills
The Psychotherapist's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Heal (Wis), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Use Psionic Device (Cha), and Use Rope (Dex)
Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier
Table 1: Psychotherapist
Level
BAB
Fort
Ref
Will
Special
Chirurgeries
Max Instability Points
1st
+0
+0
+0
+2
Lobotomy +1d6, Instability Points, Chirurgeries (least)
1
1
2nd
+1
+0
+0
+3
Chasing Madness (Find)
2
3
3rd
+2
+1
+1
+3
Psychogenesis, Lobotomy +2d6
3
4
4th
+3
+1
+1
+4
Affective Forecasting (Uncanny Dodge), Delirious Premonitions
3
6
5th
+3
+1
+1
+4
Lobotomy +3d6
4
7
6th
+4
+2
+2
+5
Chirurgeries (up to lesser)
5
9
7th
+5
+2
+2
+5
Lobotomy +4d6
6
10
8th
+6/+1
+2
+2
+6
Chasing Madness (Whisper), Tanglemind
7
12
9th
+6/+1
+3
+3
+6
Lobotomy +5d6, Second Opinion
7
13
10th
+7/+2
+3
+3
+7
Empowering Corruption
8
15
11th
+8/+3
+3
+3
+7
Chirurgeries (up to greater), Lobotomy +6d6
9
16
12th
+9/+4
+4
+4
+8
Affective forecasting (Improved Uncanny Dodge), Psychobabble Trap
10
18
13th
+9/+4
+4
+4
+8
Lobotomy +7d6, The Doctor is Watching
11
19
14th
+10/+5
+4
+4
+9
Chasing Madness (Influence)
11
21
15th
+11/+6/+1
+5
+5
+9
Lobotomy +8d6, Schism
12
22
16th
+12/+7/+2
+5
+5
+10
Chirurgeries (up to maniacal)
13
24
17th
+12/+7/+2
+5
+5
+10
Lobotomy +9d6
14
25
18th
+13/+8/+3
+6
+6
+11
Improved Tanglemind
15
27
19th
+14/+9/+4
+6
+6
+11
Lobotomy +10d6
15
28
20th
+15/+10/+5
+6
+6
+12
Chasing Madness (Channel), Metempsychosis
16
30
Class Features
All of the following are class features of the Psychotherapist.
Weapon and Armor Proficiencies: Psychotherapists are proficient with all simple weapons. They are proficient with light armor, but not with shields.
Lobotomy (Su): The first ability a Psychotherapist learns is Lobotomy. It involves application of psionic energy to delve into the infinite pathways of the mind, usually with the intent to invoke Chirurgeries. Due to the fragile nature of the procedure, resisted application of Lobotomy damages its target.
As a standard action, the character must make a touch attack (if unarmed) or a melee attack (if using a weapon) to use this ability. Willing targets are automatically touched without attack rolls. Lobotomy may not be combined with any other special ability (such as martial maneuvers) unless specifically mentioned (such as in Psycho-Shape and Psycho-Essence Chirurgeries).
Lobotomy inflicts 1d6 points of damage at 1st level to unwilling targets, and it increases by 1d6 points of damage every odd level (to a maximum of +10d6 at 19th level). When used as a touch attack or as a ranged touch attack (through use of certain Psycho-Shape Chirurgeries), Lobotomy scores a critical threat on a natural 20 and inflicts x2 damage on a confirmed critical. When channelled through a weapon, weapon damage is dealt to unwilling targets and multiplied as normal, but Lobotomy damage is never multiplied.
A Lobotomy has a save DC (if it allows a save) equal to 10 + effective power level + the Psychotherapist’s Intelligence modifier. An unmodified Lobotomy has a power level of 1, while a Lobotomy modified with one or two Chirurgeries (one Psycho-Essence, one Psycho-Shape, or both) have an effective power level equal to the sum of all Chirurgeries's own effective power levels (maximum of 9th level). Lobotomy is a mind-affecting supernatural ability and is not subject to spell resistance.
Regardless of willingness, the prodding of one's mind will cause an entropic altering of the psyche. A willing target of lobotomy only ever gains one Instability Level1, see bottom of post regardless of a Lobotomy's effective power level, while an unwilling target of Lobotomy gains Instability Level(s) equal to the applied Lobotomy's effective power level.
Instability Points: Unlike other psionic classes that uses power points to manifest powers and augment their class abilities, Psychotherapists uses a different, warped form of psionic energy. A Psychotherapist's wellspring of power, called Instability Points, are harnessed from the excess psionic energy released by unstable1 minds.
At the start of her round, she may transfer to herself Instability Points (amounting up to a maximum indicated by the Table above) from among a number of unstable targets (possibly including herself) equal to her Intelligence modifier. The targets should be either within her Line of Sight, or detected by her Chasing Madness ability. Note that this doesn't affect the Instability Level of her targets in any way; she merely leeches off the energy that their instability provides. Instability points, while easily produce by certain individuals on a regular basis, are fleeting energy sources that easily dissipate after one round. The amount of Instability points that each unstable target(s) produce are enumerated at the table below1, see bottom of post.
Instability points are used to augment Chirurgeries. Like power points, instability point consumption are limited by the Psychotherapist's manifester level. Effects that utilize power points (such as feats, class features, or powers) can never substitute instability points, and vice versa. Additionally, a Psychotherapist does not gain a daily bonus of power points or instability points for having a high Intelligence score.
Chirurgeries (Ps): A Psychotherapist does not manifest powers as other psychics do. Instead, she possesses a repertoire of attacks, defenses, and abilities known as Chirurgeries that require her to harness the raw energy naturally released by unstable minds. A Psychotherapist can invoke any Chirurgery she knows at will, with the following qualifications:
A Psychotherapist’s Chirurgeries are psi-like abilities; using a Chirurgery is therefore a standard action that provokes attacks of opportunity. A Chirurgery can be disrupted, just as a power can be ruined during manifesting, so a Psychotherapist is entitled to a Concentration check to successfully use a Chirurgery if she is hit by an attack while invoking Chirurgeries. A Psychotherapist’s Chirurgeries are subject to power resistance unless a Chirurgery’s description says otherwise. A Psychotherapist’s manifester level with all her Chirurgeries is equal to her class level. No more than one Psycho-Essence Chirurgery may be applied per target per round, unless specifically mentioned (such as in certain Psycho-Shape Chirurgeries), although a Chirurgery already affecting the target from previous rounds do not count for this purpose.
The save DC for a Chirurgery (if it allows a save) is 10 + effective power level + the Psychotherapist’s Intelligence modifier. Since psi-like abilities are not actually powers, a Psychotherapist cannot benefit from metapsionic feats. She can, however, benefit from the Ability Focus feat, as well as from feats that emulate metapsionic effects for psi-like abilities, such as Quicken Psi-Like Ability and Empower Psi-Like Ability.
The four grades of Chirurgeries, in the order of their relative power, are least, lesser, greater, and maniacal. A Psychotherapist begins play with knowledge of one Chirurgery, which must be of the lowest grade (least), As a Psychotherapist gains levels, she learns new Chirurgeries, as summarized on the table above.
At any level when a Psychotherapist learns a new Chirurgery, she can also replace a Chirurgery she already knows with one of the same or lower grade. At 6th level, a Psychotherapist can replace a least Chirurgery she knows with a different least Chirurgery (in addition to learning a new Chirurgery, which could be least or lesser). At 11th level, a Psychotherapist can replace a least or lesser Chirurgery with another Chirurgery of the same or lower grade (in addition to learning a new Chirurgery, which could be least, lesser, or greater). At 16th level, Psychotherapist can replace a least, lesser, or greater Chirurgery with another Chirurgery of the same or lower grade (in addition to learning a new Chirurgery, which could be least, lesser, greater, or maniacal).
Augmentations: Like many psionic powers, Chirurgeries have augmentation options to further improve their effect. For the purpose of maximum instability point expenditure limit, treat a Chirurgery, or a Lobotomy modified with one or two Chirurgeries, as already having spent power points equal to twice its effective power level minus one ( (2xEPL) - 1). Likewise, a Lobotomy modified by one or two Chirurgeries is also treated as having spent power points equal to twice its total effective power level minus one ( (2xEPL) - 1). As an example:
A level 15 Psychotherapist (ML15) have an instability point expenditure limit of 15.
With the lesser-grade Erode Logic Chirurgery (4th Level) being treated as having already spent 7 instability points, she can now only spend 8 more instability points to augment it.
With both the least-grade Far Realm's Reach (2nd Level) and the lesser-grade Erode Logic (4th Level), the effective power level becomes 6th (13-point cost), leaving her with a 2-point maximum expenditure that can be used to augment the range of Far Real'ms Reach twice.
Chasing Madness (Su): Psychotherapists have deep connections to mental afflictions to the point where they can sense and feel whenever any unstable individual is around. A Psychotherapist's senses develops stronger abilities as she progresses further along this path.
Find: Beginning at 2nd level, the Psychotherapist can sense unstable creatures within range. This functions like a continuous Touchsight power, except that it only can detect and pinpoint unstable creatures, and the range is close (25ft.+ 5ft. per manifester level).
Whisper: Beginning at 8th level, the Psychotherapist can sense and identify any present mind-affecting effects on a detected or pinpointed creature with a successful Psicraft check. Additionally, she gains the ability to communicate telepathically to any detected or pinpointed creature.
Influence: Beginning at 14th level, the Psychotherapist can treat creatures currently detected or pinpointed by Chasing Madness range as though they were within touch range of the Psychotherapist when using Lobotomy. However, a touch attack must still succeed and the target/s must still be within that Psychotherapist's line of effect in order to apply Lobotomy and Chirurgeries.
Channel: Beginning at 20th level, the Psychotherapist can treat a detected or pinpointed creature within range as though it is the point of origin of Lobotomy and Chirurgeries that don't require an attack roll for the purposes of line of effect and line of sight.
Psychogenesis (Ex): A Psychotherapist's continued pursuit of her craft is not without consequence. The very taint of madness slowly creeps its way and integrates itself to a Psychotherapist's own mind, making her intentions more difficult to read.
Beginning at 3rd level, the Psychotherapist adds a +2 insight bonus to her choice of either Bluff or Diplomacy, and her Wisdom score is reduced by 1 point to a minimum score of 1. Once the choice has been made, it cannot be changed. The bonus increases by 2, and the Wisdom score is further reduced by 1 to a minimum score of 1, at 6th, 9th, 12th, 15th, and 18th level.
Affective forecasting (Su): A Psychotherapist's becomes adept at predicting aggressive actions, simply by observing subtle details on behavior, preference, or past actions.
Beginning at 4th level, the Psychotherapist gains Uncanny Dodge, as the Rogue ability. If she already has that ability from another source, she gains Improved Uncanny Dodge Instead. At 12th level, she gains the Improved Uncanny Dodge, if she still doesn't have that ability. Treat her Rogue levels as being equal to her Psychotherapist levels. This ability doesn't work on attacks made before the Psychotherapist's first round in an encounter.
Delirious Premonitions (Su): A Psychotherapist's improving mastery, together with special herbs and chemicals that she consumes, grants her episodic visions of the immediate future.
Beginning at 4th level, the Psychotherapist gains an Insight bonus to AC equal to half of the current unused Instability Points,
Tanglemind (Ex): Through intensive study, a Psychotherapist can incrementally reconstruct her mental pathways to better guard her mind—adding horrific traps, nonterminating loops, pseudodimensional labyrinths.
Beginning at 8th level, the Psychotherapist adds her Intelligence modifier as an Insight bonus to Will Saves. Additionally, if she makes a successful Will save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half), she instead completely negates the effect.
Second Opinion (Ex): The Psychotherapist develops reflexive diagnostic abilities, offering limited aid to her allies in confirming the presence or absence of mental afflictions.
Beginning at 9th level, when an ally within 25-ft. of the Psychotherapist is affected by a mind-affecting spell or effect and fails her saving throw, the Psychotherapist may spend an immeditate action to have her ally attempt the saving throw again 1 round later at the same DC. This works like the Rogue's Slippery Mind special ability, except that it only works on allies without instability levels.
This is a mind-affecting effect that can be used for a total number of times per day equal to one-half of her Psychotherapist level plus her Intelligence modifier (if any).
Empowering Corruption (Su): As a Psychotherapist descends further down the slippery path away from her sanity, her own growing derangement nurtures her ability to corrupt other sound minds.
Beginning at 10th level, all her Psychotherapist class features can affect creatures that have immunity to mind-affecting effects, albeit with a -10 penalty to the abilities' save DCs. This penalty is reduced by an amount equal to the Psychotherapist's own Instability Level. In addition, the DC for each Power Resistance checks to affect a target of a Chirurgery or Lobotomy is reduced by an amount equal to that particular target's Instability Level.
Psychobabble Trap(Su): Anyone who carelessly attempts to delve into the mind of a Psychotherapist is bombarded with information far beyond its simplistic mind to comprehend and process. The endless flow of seemingly gibberish telepathic speech pushes the victim over the edge of sanity.
Beginning at 12th level, when the Psychotherapist successfully saves from a mind-affecting spell or effect, she may spend an immediate action to have its source gain Instability Level equal to its effective spell level. A successful Will Save against a DC equal to the Psychotherapist own save result means the source only gain Instability Level equal to half its effective spell level (rounded up). This ability can't be used against creatures with equal or higher Psychotherapist levels than her.
This is a mind-affecting effect that can be used for a total number of times per day equal to one-half of her Psychotherapist level plus her Intelligence modifier (if any).
The Doctor is Watching (Su): The eye of a Psychotherapist reflects the object of its already unstable enemies' deepest guilts and regrets, driving them further into the brink of insanity
Beginning at 13th level, the Psychotherapist gains a Gaze Attack that bestows a penalty to damage rolls equal to the affected creature's Instability Level. A successful Will Save against a DC of 10 + half the manifester level + the Psychotherapist's Intelligence modifier halves the penalty. At 17th level, all of the Psychotherapist's allies have a 100% chance (instead of 50%) to not need to make a saving throw against the gaze attack each round.
This is a mind-affecting effect that can be used actively for a total number of times per day equal to one-half of her Psychotherapist level plus her Intelligence modifier (if any).
Schism (Ex): The enigma of a Psychotherapist's psyche is further warped by the developing crazed alternate identity that takes complete dominion of her body in situations when she cannot do so of her own volition.
Beginning at 15th level, the Psychotherapist's actions are not affected by any Fear, Charm, and Compulsion effects. Any penalties (but not loss of Dexterity bonus to AC) or damages caused by such effects inflict still affects her, however. Furthermore, Divination spells and effects have a 10% chance per her Instability level (to a maximum of 100% at Instability Level 10) to get purely random information from her, which may be either misleading or true.
Greater Tanglemind (Ex): The influence of madness is now rooted to the deepest confines of even the Psychotherapist's subconscious, granting her access to the hidden mental trapdoors and escape hatches that are useful in cases of emergency to escape from the clutches of intruders.
Beginning at 18th level, the Psychotherapist receives only half damage or partial effects from spells or abilities that normally grant partial effect on a successful Will save, even if she fails the saving throw. Furthermore, she can now use her Psychobabble Trap even on a failed save.
Metempsychosis (Ex): At the pinnacle of a Psychotherapist's research, lies her complete rebirth, enlightenment, and transcendence. She finally sheds her mortal coil for a more spiritual and ethereal form.
At 20th level, the Psychotherapist gains the Abberation type and the Incorporeal Subtype. Psychogenesis now grants her Insight bonus to both Bluff and Diplomacy checks, and she regains all Wisdom score that she lost from that ability. She no longer gains the penalty from instability, and is always considered to have Instability Level 10.
Finally, her Lobotomy and Chirurgeries are now treated as though they were one level higher for the purposes of bestowing Instability Level, but only on unwilling targets (e.g. Lobotomy or Chirurgeries with total Effective Power Level of 1 now grants Instability Level 2, while Effective Power Level of 9 now grants Instability Level 10). The effective level increase is added after all modifications to Lobotomy is added, such that those modified with both Psycho-Essence and Psycho-Shape chirurgeries still only gets an effective level increase once.
Table 2: Unstable, Instability Level, and Instability Points
Instability Level
Instability Points
Penalty
0
0
0
1
1
-1
2
1
-1
3
1
-1
4
3
-2
5
3
-2
6
3
-2
7
7
-4
8
7
-4
9
7
-4
10
15
-8
New Condition
unstable: any creature with at least one Instability Level.
New Term
Instability Level
An affected creature takes a penalty to Will saves, and to all Int/Wis/Cha skill checks and ability checks, based on the table to the left. Affected creatures releases varying amounts of anomalous psionic energy, called Instability Points, at the start of its turn that then dissipates harmlessly after one round.
Instability Level do not stack upon multiple applications, but an effect that causes higher Instability Level replaces the lower. Instability Level remain indefinitely, although the affected creature may attempt a Will save (equal to the effect's save DC, or what its save DC is supposed to be if it does not offer a save) every round at the start of her turn. On a success, instability level goes one level lower. Instability Level can neither go above 10, nor below 0.
A creature with Instability Level for a number of months equal to her Wisdom x Hit Die becomes permanently insane (as the insanity spell).