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Merk
2014-06-21, 09:39 AM
THE MINDBREAKER

"A mind is a terrible thing to waste."


-- Bianca Ashenvale, drow mindbreaker, immediately after rendering her victim catatonic with the knife to the soul mindbreak.


http://i.imgur.com/Y4SUTaN.jpg

Abilities: Wisdom enhances the offensive capability of the mindbreaker's mind blade and mindbreaks, while Dexterity and Constitution help the mindbreaker stay alive on the battlefield. Intelligence allows a mindbreaker to capitalize on his extensive set of skills, while Charisma allows a mindbreaker to easily influence others.

Alignment: Any.

Hit Die: d8.

Starting Gold: 4d4 x 10 gold pieces.


Class Features

Class Skills: The mindbreaker's class skills (and the key ability score for each skill) are as follows: Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (psionics) (Int), Knowledge (The planes) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spot (Wis), Swim (Str), Tumble (Dex), Use Psionic Device (Cha)*, and Use Rope (Dex).

*A mindbreaker may waive his access to Use Psionic Device as a class skill. If he does so, he gains 2 additional skill points at each level (8 additional skill points at first level).

Skill Points at First Level: (6 + Int modifier) x4
Skill Points at Each Additional Level: 6 + Int modifier



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Psychic Strike
Mindbreaks
Anomalies


1st
+0

+0

+2

+2
Mind blade, trapfinding, Wild Talent

+1d6

1

0


2nd
+1

+0

+3

+3
Enhanced mind blade

+1d6

2

0

[/tr]

3rd
+2

+1

+3

+3
Mind blade finesse

+2d6

2

1


4th
+3

+1

+4

+4


+2d6

3

1

[/tr]

5th
+3

+1

+4

+4
Free draw

+3d6

3

1


6th
+4

+2

+5

+5


+3d6

4

1


7th
+5

+2

+5

+5


+4d6

4

2


8th
+6/+1

+2

+6

+6


+4d6

5

2


9th
+6/+1

+3

+6

+6
Elusion

+5d6

5

2


10th
+7/+2

+3

+7

+7


+5d6

6

2


11th
+8/+3

+3

+7

+7


+6d6

6

3


12th
+9/+4

+4

+8

+8


+6d6

7

3


13th
+9/+4

+4

+8

+8
Force mind blade

+7d6

7

3


14th
+10/+5

+4

+9

+9


+7d6

8

3


15th
+11/+6/+1

+5

+9

+9


+8d6

8

4


16th
+12/+7/+2

+5

+10

+10


+8d6

9

4


17th
+12/+7/+2

+5

+10

+10
Improved elusion

+9d6

9

4


18th
+13/+8/+3

+6

+11

+11


+9d6

10

4


19th
+14/+9/+4

+6

+11

+11


+10d6

10

5


20th
+15/+10/+5

+6

+12

+12
Mind blade mastery

+10d6

11

5



Weapon and Armor Proficiency: A mindbreaker is proficient with all simple weapons, with her own mind blade, and with light armor, but not with shields.

Mind Blade (Su):

As a move action, a mindbreaker can form a semi-solid weapon composed of psychic energy distilled from her own mind.

A mindbreaker must choose the form of her mind blade at 1st level. Once chosen, her mind blade stays in this form every time the mindbreaker forms her mind blade.

A mind arrow is a ranged weapon that deals 1d6 damage with a range increment of 60 ft and a x3 critical multiplier. A mindbreaker selecting the mind arrow form may always form his mind blade as a free action, and so may make multiple attacks in a round with his mind blade (if he is granted extra attacks; for instance, from the Rapid Shot feat).
A mind blade is a melee weapon that deals 1d8 damage and a 19-20/x2 critical multiplier. A mindbreaker selecting the mind blade form may grant himself a deflection bonus to AC equal to his Wisdom modifier as an immediate action until the beginning of his next turn.
A mind knife is a melee weapon that deals 1d6 damage and a x2 critical multiplier. A mindbreaker may create as many mind knives as he can hold.
Regardless of the weapon form a mindbreaker has chosen, her mind blade does not have a set damage type. When shaping her weapon and assigning abilities to it, the mindbreaker chooses whether it will deal bludgeoning, piercing, or slashing damage. The mindbreaker may change the damage type of an existing mind blade, or may summon a new mind blade with a different damage type, as a full-round action; otherwise, the mind blade retains the last damage type chosen every time it is summoned.

The blade can be broken (it has hardness 10 and 10 hit points); however, a mindbreaker can simply create another on her next move action. A mindbreaker can dismiss her mind blade as a free action, and may make multiple attacks with it in a round even if she throws or shoots it. A mind blade is considered a magic weapon for the purpose of overcoming damage reduction and is considered a masterwork weapon.

A mindbreaker can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. She can also choose her mind blade for feats requiring a specific weapon choice, such as Weapon Focus and Improved Critical. Powers or spells that upgrade weapons can be used on a mind blade. The mindbreaker can use feats such as Weapon Finesse that work on light weapons with her mind blade, regardless of its form.

Even in places where psionic effects do not normally function (such as within a null psionics field), a mindbreaker can attempt to sustain her mind blade by making a DC 20 Will save. On a successful save, the mindbreaker maintains her mind blade for a number of rounds equal to her class level before she needs to check again, although the mind blade is treated for all purposes as a non-magical, masterwork weapon while in a place where psionic effects do not normally function. On an unsuccessful attempt, the mind blade vanishes. As a move action on her turn, the mindbreaker can attempt a new Will save to rematerialize her mind blade while she remains within the psionics-negating effect. She gains a bonus on Will saves made to maintain or form her mind blade equal to the total enhancement bonus of her mind blade (see below).

The mindbreaker chooses the appearance of her mind blade, although its shape must reflect the selections the mindbreaker has chosen: a bludgeoning mind blade would be blunt, slashing would have an edge, etc.

The mindbreaker may choose to deal subdual damage or even to not deal any damage with her mind blade on any given attack (including bonus damage from feats, weapon enhancements, and psychic strike), but all damage must be converted or forfeited in this way.

Psychic Strike (Su):

As a move action, a mindbreaker can imbue her mind blade with destructive psychic energy. This effect deals an extra 1d6 points of damage on all attacks made until the end of her turn she wishes to activate it on (as long as the attack is made with her mind blade). A mindbreaker may hold the charge as long as she likes without discharging. It does not go off on any attack unless she chooses to use it, and the charge is not wasted if an attack misses. Mindless creatures are immune to this damage, although non-mindless creatures immune to mind-affecting effects are affected by this damage as normal. (Unlike the rogue's sneak attack, the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away.) Additionally, she may recharge it as a swift action by expending her psionic focus.

Once a mindbreaker has prepared her blade for a psychic strike, it holds the extra energy until it is used (whether the attack is successful or not). Even if the mindbreaker drops the mind blade (or it otherwise dissipates, such as when it is thrown), it is still imbued with psychic energy when the mindbreaker next materializes it.

If the mindbreaker forms her mind blade into two weapons, she may imbue each mind blade with psychic strike as normal. If she reshapes her mind blade into a single weapon form, the additional psychic strike imbued into the additional weapon is lost. At every odd level thereafter (7th, 11th, etc), the extra damage from a mindbreaker's psychic strike increases by 1d6.

Mindbreaks (Su):

The eponymous ability of the mindbreaker, a mindbreak sacrifices some damage from psychic strike in order to disrupt an opponent's mind. In order to use a mindbreak, the mindbreaker must make a psychic strike and then forfeit at least some of the damage dice. The number of damage dice forfeited determines which mindbreak can be used and how strong it will be. A mindbreaker may only use one mindbreak on any given attack. The DC to resist the mindbreak (if allowed) is 10 + the number of psychic strike dice sacrificed + the mindbreaker's Wisdom modifier. Unless otherwise specified, all mindbreaks are mind-affecting, so targets immune to mind-affecting effects are immune to mindbreak (unlike psychic strike). A willing target may choose to automatically fail her saving throw. A target that successfully makes its saving throw against a mindbreak is immune to that mindbreak for 24 hours, although it is not immune to other mindbreaks the mindbreaker may use.

The mindbreaker begins play knowing 1 mindbreak, and gains an additional mindbreak at 4th level, 8th level, 12th level, 16th level, and 20th level. The mindbreaker must meet the minimum sacrifice requirements from her psychic strike dice in order to learn a mindbreak.

Trapfinding (Ex):

Mindbreakers can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Mindbreakers can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A mindbreaker who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Wild Talent

A mindbreaker gains Wild Talent as a bonus feat. (This class feature provides the character with the psionic power he needs to materialize his mind blade, if he has no power points otherwise.)

Enhanced Mind Blade (Su):

Beginning at 2nd level, the mindbreaker may enchant her mind blade with magical (and psionic) bonuses and enhancements. With five minutes of meditation, she can allocate or re-allocate a total value of bonuses and enhancements onto her mindblade equal to half her class level (and no more than 1 + 1/4 her class level on the bonus alone, and a minimum of a +1 bonus) to each mind blade she creates. For example, a 6th-level mindbreaker may choose to have a +3 mind blade, a +2 flaming mind blade, or a +1 flaming frost mind blade. The mindbreaker may choose from any magical or psionic enhancement (she may only apply ranged enhancements to a mind arrow and only melee enhancements to a mind blade or mind knife).

Anomalies (Su):

Although a mindbreaker does not naturally learn how to manifest powers, her latent psionic ability provides her with ways to impose her will on the world, known as anomalies. A mindbreaker gains one anomaly at 3rd level, and then gains an additional anomaly at 7th level, 11th level, 15th level, and 19th level. Unless otherwise specified, a mindbreaker only benefits from an anomaly while she has psionic focus, and she can only gain the benefit of one anomaly at a time. She may switch between her active anomalies (those that require psionic focus) with one minute of meditation.

Mind Blade Finesse (Ex):

A mindbreaker's weapon is an extension of his mind, and he can use the force of his will to direct his attacks. Beginning at 3rd level, a mindbreaker adds his Wisdom modifier (if positive) to all attack and damage rolls made with his mind blade.

Free Draw (Ex):

A mindbreaker is inseparable from her mind blade. Beginning at 5th level, a mindbreaker may shape or dismiss her mindblade as a free action. In addition, as a full-round action, she may change the form of her mind blade (between the mind arrow, mind blade, and mind knife forms) and/or change any enhancements on her mind blade.

Elusion (Ex):

Beginning at 9th level, the mindbreaker is incredibly quick, in mind and body. Whenever she succeeds on the Reflex or Will saving throw against an effect that offers a Reflex or Will saving throw for half damage or partial effect, the mindbreaker instead suffers no ill effect. A mindbreaker loses this ability if she wears heavier than light armour or carries a medium or heavier load.

Force Mind Blade (Su):

Beginning at 13th level, the mindbreaker's mind blade counts as a Force effect whenever it would be beneficial to the mindbreaker.

Improved Elusion (Ex):

Beginning at 17th level, the mindbreaker's elusion class feature improves. She now only takes half damage or partial effect on a failed Reflex or Will saving throw.

Mind Blade Mastery (Ex):

At 20th level, a mindbreaker reaches the pinnacle of her art and her connection to her blade is so strong it cannot be severed. She no longer requires a Will save to maintain her mind blade in a null psionics field, although it still loses any enhancement bonus and special abilities. In addition, all of her mindbreaks require the sacrifice of 1 less psychic strike die (but not less than 0). Finally, her mind blade is immune to all sundering attempts.

ALACRITY
The mindbreaker gains a +10 ft. bonus to his base speed per 3 class levels. This stacks with other bonuses to speed. He also gains a bonus equal to half his class level on all Balance, Climb, Jump, Swim, and Tumble skill checks. At 7th level, he gains the benefits of the Up the Walls feat. At 11th level, he can move through difficult terrain without penalty.
BONUS FEAT
The mindbreaker gains one bonus [Psionic] feat that he qualifies for. This is an extraordinary ability, and the mindbreaker need not be psionically focused to possess the bonus feat (although he may require maintaining or expending psionic focus in order to use the bonus feat), nor does this count against his limit of active anomalies.
FORBIDDEN TALENT
The mindbreaker gains access to Knowledge (forbidden lore) as a class skill and gain the Aberrant Blood feat from Lords of Madness. At any time the mindbreaker is entitled to gain a bonus Aberrant feat, he may instead gain a bonus Psionic feat. At any time the mindbreaker is entitled to gain a bonus Psionic feat, he may instead gain a bonus Aberrant feat.
FRACTAL MINDSCAPE
The mindbreaker gains a bonus equal to half his class level on all Bluff, Disguise, and Perform (Act) checks. At 7th level, he benefits from a nondetection effect at all times, and can project a false alignment if he is the target of a detect evil or similar spell or power. At 15th level, he benefits from a psionic mind blank effect at all times.
HEIGHTENED PERCEPTIONS
The mindbreaker gains a bonus equal to half his class level on all Search, Spot, and Listen checks. In addition, whenever he passes within 5 ft. of a secret door, he is entitled to a Search check, as an Elf would be.
MINDSIGHT
Requires Telepathic Field.
The mindbreaker gain the benefits of the Mindsight feat from Lords of Madness within the range of his telepathic field (as long as the telepathic is active). This is considered an enhancement to the mindbreaker's Telepathic Field anomaly, and thus does not count against his limit of active anomalies.
PSIONIC AFFINITY
The mindbreaker can use the detect psionics power at-will as a psi-like ability with a manifester level equal to his class level. He also gains a bonus equal to half his class level on all Knowledge (psionics), Psicraft, and Use Psionic Device checks.
SHADOW VEIL
The mindbreaker gains a bonus equal to his class level on all Hide and Move Silently checks. At 7th level, he gains the benefits of the Darkstalker feat from Lords of Madness. At 15th level, he gains the benefits of the Hide in Plain Sight ability of the Shadowdancer prestige class.
STEP INTO DISARRAY
Requires a Chaotic alignment.
As a standard action, the mindbreaker may teleport by taking a shortcut through the Far Realms. He may teleport no more than 10 ft. per class level per day. At 7th level, the mindbreaker may teleport as a move action. At 15th level, the mindbreaker may teleport as a swift action.
TELEPATHIC FIELD
The mindbreaker gains telepathy out to 10 ft. per class level while conscious. Because this anomaly is only active while the mindbreaker is psionically focused, it cannot be used to qualify the mindbreaker for the Mindsight feat from Lords of Madness.

ASSERT CONTROL
Minimum Sacrifice: 5 dice.
Effect: The target listens to one command you issue within the next 24 hours, as if under the effects of a suggestion spell. Will save negates.
BLURRED VISION
Minimum Sacrifice: 1 die.
Effect: The target suffers a 20% miss chance on all attacks that it makes for 1 round. Will save negates. For every 3 additional dice of psychic strike sacrificed, the miss chance increases by 20% and the duration increases by 1 round.
CONFUSION
Minimum Sacrifice: 1 die.
Effect: For every die of psychic strike sacrificed, the target is confused for 1 round. Will save negates. On a successful will save, the target is immune to the effect of this mindbreak.
DREAMLESS
Minimum Sacrifice: 7 dice.
Effect: The target cannot use psionic powers, psi-like abilities, or supernatural abilities for 1 round. Will save negates.
FALSE PERCEPTIONS
Minimum Sacrifice: 1 die.
Effect: The target perceives the effects of a silent image for up to 1 hour. Will save negates. For every 3 additional dice of psychic strike sacrificed, you may upgrade the effect (3 to upgrade to minor image or 6 to upgrade to major image)
FLOOD OF ANGER
Minimum Sacrifice: 3 dice.
Effect: The target flies into a rage, as the rage spell, for 1 round. Will save negates. For every 3 additional dice of psychic strike sacrificed, the duration increases by 1 round.
HONEYED HEART
Minimum Sacrifice: 1 die.
Effect: The target is charmed, as charm person, for 1 hour. Will save negates. For every 3 additional dice of psychic strike sacrificed, the duration increases by 1 hour.
KNIFE TO THE SOUL
Minimum Sacrifice: 3 dice.
Effect: For every 3 dice of psychic strike sacrificed, deal 2 Intelligence, Wisdom, or Charisma ability damage to the target (no save).
MELT THE MIND
Minimum Sacrifice: 7 dice.
Effect: The target is paralyzed for 1 round from excruciating pain. Will save negates.
MEMORY MODIFICATION
Minimum Sacrifice: 7 dice.
Effect: You may add, change, or remove the target's memories. Will save negates.
MIND FLARE
Minimum Sacrifice: 9 dice.
Effect: The target is dazed for 1 round, no saving throw.
MIND STATIC
Minimum Sacrifice: 1 die.
Effect: For every die of psychic strike sacrificed, the target receives a -2 penalty to Concentration checks and Will saves. Will save negates. On a successful will save, the target is immune to the effect of this mindbreak for 24 hours.
MUTE THE MIND
Minimum Sacrifice: 5 dice.
Effect: The target is silenced for 1 round. Will save negates. For each additional 3 dice of psychic strike sacrificed, the duration increases by 1 round.
REND PSIONICS
Minimum Sacrifice: 5 dice.
Effect: All active psionic power effects active on the target of a total power level up to half the number of dice sacrificed (rounded down) are dispelled (Example: By sacrificing 6 psychic strike dice, rend psionics can dispell one 3rd level power, one 2nd level power and one 1st level power, or three 1st level powers).
SECOND SIGHT
Minimum Sacrifice: 3 dice.
Effect: The target can see invisibility for 1 minute. Will save negates. For each additional 3 dice of psychic strike sacrificed, the duration increases by 1 minute.
SENSORY DEPRIVATION
Minimum Sacrifice: 3 dice.
Effect: The target is blinded or deafened for 1 minute, at the mindbreaker's choice. Will save negates.
SLOWED REACTIONS
Minimum Sacrifice: 5 dice.
Effect: The target is slowed for 1 round. Will save negates. For each additional 3 dice of psychic strike sacrificed, the duration increases by 1 round.
QUICKENED REACTIONS
Minimum Sacrifice: 5 dice.
Effect: The target is hasted for 1 round. Will save negates. For each additional 3 dice of psychic strike sacrificed, the duration increases by 1 round.

EXTRA MINDBREAK [PSIONIC]

Prerequisite
Psychic strike +3d6.

Benefit
You gain an additional mindbreak.

DOUBLE ANOMALY [PSIONIC]

Prerequisites
Two known anomalies.

Benefit

You may benefit from two anomalies simultaneously.

Guard
2014-06-22, 10:54 AM
Looks very interesting. There's a couple of things I disagree with:

Move action to charge your weapon: This makes for poor action economy. A level nine mindbreaker will be contributing to combat by doing 6d6 damage a round if he hits. Which may be modified by mindbreaks.
This has him standing in one spot, and using his standard action to attack.

For a rogue-like class, that's pretty harsh. Currently, they have no way of getting their damage bonus on multiple attacks, which they really need to make sense.

I'd just let them have access to mindsight; just like with druids and multiattack: they can't use the feat while they don't have the prereq's, but while they do, the feat works just fine.

Also, they rely on both wisdom and charisma, in addition to the stats they need to fight. That means this class is as MAD as the paladin, which is really tough. I'd make them rely entirely on either wisdom OR charisma.

Merk
2014-06-22, 03:15 PM
Thanks for the feedback.

Regarding move action charge / action economy: Do note that the mindbreaker can expend his psionic focus to recharge his psychic strike as a swift action (borrowed from the Pathfinder soulknife). I initially also changed the wording on psychic strike so that the bonus damage applies to each attack made until the end of the mindbreaker's turn. So, in the example of the 9th level mindbreaker, he can expend his psionic focus to charge psychic strike as a swift action, and then make a full attack against an adjacent enemy, gaining bonus damage on each attack. If he selected the mind knife form and is using (Improved) Two-Weapon Fighting, that's potentially up to 4 attacks dealing +5d6 damage, so he should be keeping pace with the rogue. Psychic strike is also easier to consistently activate than sneak attack (which requires specific circumstances, whereas psychic strike requires an action tradeoff). Or, he can expend + swift charge psychic strike, move (using Tumble to avoid attacks of opportunity), and attack once with psychic strike / mindbreak.

I was also considering a couple of alternatives:

1. Swift action to charge psychic strike, no catch.
2. Swift action to charge psychic strike, expend psionic focus to use a mindbreak.

Regarding Mindsight: I considered that, but I worried that that about the balance issues in having the mindbreaker able to access Mindsight at level 3. Telepathy + Mindsight also seems powerful enough to warrant 2 anomaly slots, compared to the other anomalies available.

Regarding MAD: Fair point (although I think Mind Blade Finesse mitigates this to a degree); all Charisma-keyed abilities have been changed to Wisdom-keyed abilities.