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View Full Version : War of the Mind [PrCs, Templates, Spells]



Maldraugedhen
2007-04-18, 10:38 PM
It’s been said many times before that a mind is a battlefield.

Well, what with the infinite nature of the universe, that had to turn up right at least once. (Yes, I know this is a logical fallacy. Don’t kill the already near dead humor.)

This set of prestige classes, templates, and spells was created after I thought more on the nature of the Road, posted here earlier. If the Road connects with Dreamscapes, Mindscapes and the like, and we assume that passage between any given plane and the Road is by definition always possible, then any given creature’s mind becomes a literal spawning ground for, well, anything and everything. This, in and of itself, would throw the very idea of the road into total chaos as our mind’s creations flood the road, and from it, the world. That is, unless we also make the assumption that a subconscious fear of the unknown, a lack of desire, or a lack of total awareness of the Dreamscape we find ourselves in, prevents the inhabitants of a Dreamscape or a Mindscape from simply stepping onto the Road and leaving the mind they inhabit. Naturally, any sources of bound power—such as those present in Mindscapes and Dreamscapes in this case—are going to attract attention, and thus, we have the Harvesters of Thought, who gain their power from what they find in Dreamscapes. Thought Harvesters would likely torment the Dreamscapes of those they wished to harvest from, in order to gain that which they desired—easily controllable nightmarish creatures. The Harvesters, however, would also have their counterparts—the reassuring hand of a parent to a young child, or a comforting glimpse of familiarity in the eye of a storm, or aid that comes completely unexpected restoring one’s faith in the goodwill of humankind. These are the Mindguard, an order of knights of sorts dedicated to keeping the minds of the infinite calm for the benefit of all. Although the purpose of the Mindguard is not in direct opposition to the Harvesters of Thought, the blatant ambition and lack of consideration towards the individuals whose minds the Harvesters of Thought are playing with often puts the groups into conflict.

Now, put into context with the Road, both of these factions (although a group such as the Harvesters of Thought would lack any sort of central organization) would likely be based there, manipulating the minds of men for their own ends from the convenience of a plane where they could simply walk where they needed to get to. This opens up a whole new level of conflicts on the Road, but I might get into that later—that would deal more with the particulars of a given campaign and not with the general setup of these prestige classes.

As to what I would hope happens to this thread—I am seriously lacking when it comes to actual in game experience, so while I may conceptually have these classes down, it is unlikely that what I produce will be anywhere remotely near balanced to what already exists. Feel free to absolutely blast me about how unbalanced anything in here is. This is going to be quite a learning process for me. Also, if people have ideas for abilities for either of these classes, by all means, share ‘em out.

We shall begin with the Mindguard, Detect Fear, Dreamt template, Nightmarish template, and the Heroic Dream template. I still need to polish up the Harvester of Thought, and create his branch of arcane manipulation.

Mindguard
HD—D8
Requirements
Alignment: Any nonevil, nonchaotic (LG, NG, LN, or NN)
Skills: Knowledge (The Planes) 10, Sense Motive 8
Feats: Persuasive OR Negotiator OR Investigator
Special: Must have visited at least three Mindscapes or Dreamscapes.

Class Skills ((4+Int modifier)/level): Bluff, Diplomacy, Disguise, Heal, Knowledge (The Planes, Arcana, and Religion), Listen, Search, Sense Motive, Spot
Weapon and Armor Proficiencies: If not already proficient, a Mindguard gains proficiency with light armor, medium armor, and shields. They also gain Simple Weapon Proficiency and one Martial Weapon Proficiency of the character’s choice.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+2|My Form is My Own, Language of Courage, Heroes of the Mind

2nd|+1|+3|+0|+3|Clearing Presence, Fear Hunter
3rd|+2|+3|+1|+3|Nightmare Fighter, Powerful Presence
4th|+2|+4|+1|+4|Do Not Fear the Known, An Affectation of the Mind
5th|+3|+4|+1|+4|Banish Fear (1/Day), This Is But An Eternal Dream[/table]


Abilities:

1st Level

My Form is My Own (Ex): A Mindguard’s body, her possessions, and anything she is currently physically manipulating (touching) are immutable within a Dreamscape or Mindscape by the Dreamer, the Subconscious Avatar, a Harvester of Thought, or a Controller, using their planar manipulation powers. They may still break weapons and injure the Mindguard through the means any creature has on a Dreamscape.

Language of Courage (Su): When a Mindguard enters the Dreamscape or Mindscape of an individual, she may speak and be understood as if she already knows the individual’s language regardless of whether this is the case. She loses this bonus language when she leaves the Dreamscape or Mindscape, however, the language may be purchased at the next level up regardless of number of language slots available, and will cost 1 skill point instead of two.

Heroes of the Mind: A Mindguard, when recognized as such by the Dreamer of a Dreamscape or the Subconscious Avatar of a Mindscape, gains the Heroic Dream template until they leave the Dreamscape or Mindscape. They gain it regardless of whether the Dreamer or Subconscious Avatar admires the specific Mindguard or is on good terms with Mindguards in general.

2nd Level

Clearing Presence (Ex): While not immune to fear themselves, a Mindguard provides a bonus to saves vs. fear effects, illusions, and Intimidate and Bluff checks equal to their Cha modifier to themselves and allies within 30 feet.

Fear Hunter (Su): A Mindguard may cast Detect Fear Source as a spell-like ability. A Mindguard receives a +1 to damage and to hit with ranged and melee weapons against creatures that have used the Intimidate skill within the past week of subjective time to the target, +2 to damage and to hit with ranged and melee weapons against creatures or objects that have caused another creature to suffer from a Shaken effect, a +4 against creatures or objects that have caused a Frightened effect, and a +6 against creatures that have caused a Panicked effect within the past week of subjective time to the target.

3rd Level

Powerful Presence (Su): A Mindguard, if (or when, for Mindguards with shifting alignments) good-aligned, gains a good aura the same way a paladin or cleric does, and Mindguard levels stack with cleric or paladin levels for determining the good aura’s potency. A Nightmare template can never be applied to the Mindguard, or any creature within 30 feet of her.

Nightmare Fighter (Ex)—Creatures that the Mindguard successfully deal damage to, whether directly or indirectly (such as by causing rocks to fall on top of them or setting fire to oil they are standing on), and who possess the Nightmarish template, must make a DC 25 Fortitude save, or have the Nightmarish template removed and are dealt an extra 2D6 damage.

4th Level

Do Not Fear the Known: A Mindguard receives a +2 bonus to saves vs. fear, intimidate checks and any special abilities possessed by creatures given the Nightmarish template as an inherited template. This increases to +5 if he has encountered the same type of source of the fear effect (i.e. a Cause Fear spell), or if he has encountered the same type of Nightmarish creature before, or if he has been Intimidated by creatures of the same type using the same language (ex. a kobold in draconic).

An Affectation of the Mind—The Mindguard receives a +5 to saves from bluffs and illusions of any kind, both to disbelieve and to ignore other effects. Nonhostiles within 30 feet also gain this bonus. The Mindguard is also immune to Cowering, as are the other nonhostiles within 30’, and both also reduce any sanity lost by 2 points (effectively DR for SAN).

5th Level

Banish Fear (Sp)—The Mindguard may, upon a successful touch attack, melee attack, or ranged attack, declare that attack his Banish Fear attack. A Banish Fear attack banishes outsiders that have caused fear effects within the last week OR who have a spell readied that causes a fear effect (shaken, frightened, or panicked) back to their home plane, unless they pass a DC 30 fortitude save. If the fortitude save is passed, the creature instead takes 1D4+1 damage per hit die it possesses as some of its innards begin to shift to another plane of existence, kept in place only by the creature’s inherent toughness. Creatures immune to critical hits still suffer the damage. If used on a non-outsider who fulfills the fear prerequisite, then they must still take a DC 30 fortitude save. On a failed save, they take 1D4+1 damage per hit die they possess. If they pass the save, they instead suffer the greatest fear effect they had the potential to incur (for example, if they have a spell that has the potential to cause multiple fear levels, they suffer the highest one). If Banish Fear is used on an Outsider who possessed the Nightmarish template, the creature is automatically destroyed unless they possessed the Native subtype, in which case they must save as per the standard Outsider effects. Regardless of whether the save is passed or failed in either the outsider or non-outsider case, any fear effects the target may cause are disabled for one week, and any creatures currently suffering fear effects caused by the creature hit by Banish Fear immediately recover.

This Is But An Eternal Dream—The Mindguard permanently gains the Heroic Dream template with no effective level adjustment, and may continue to advance in level as if they did not possess the template. Any time the Mindguard moves between planes, or between layers on a plane, they may elect to reroll the randomly generated bonuses from the Heroic Form special quality. They may elect to make this reroll up to once per day.

Detect Fear Source
Divination
Level: Clr 1 / Pal 1
Components: Verbal, Somatic, Divine Focus
Range: 60 feet
Area: Cone Emanation
Duration: Concentration, up to 10 min/level
You can sense the presence of things (creatures, objects, or spell effects) that have caused the Shaken, Frightened, or Panicked effect in the past week of subjective time to the objects in question. The amount of information revealed depends on how long you study a particular area or subject.

1st Round:
Presence or absence of fear-causing creatures, objects, or spell effects.

2nd Round:
Number of fear sources.

3rd Round:
The relative fear level of each source (which source caused what effect—Shaken, Frightened or Panicked)

Aura of Fear
Creatures that naturally cause a fear effect, or that are otherwise causing it during the effects of Detect Fear Source, have an Aura of Fear that can be detected by this spell. If the fear-causing creature has 1.5x or more (rounded down) HD than this spell’s caster does, the caster must save as per the creature’s currently employed fear-causing effect as if the effect was targeting the caster.

Each round, you can turn to detect a source of fear in a new area. The spell 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.

Dreamt template
A Dreamt creature is an inhabitant of a dreamscape, either by creation or assimilation, who, while a dream, do not seem inherently frightening or noble. All creatures that have either been created or assimilated in a dreamscape gain this template—frightening or noble creatures simply also take the Nightmarish or Heroic Dream template. This template is applied as an acquired template to visitors to a dreamscape only if they attempt to blend in as a dream creature. This affords them no bonus to their Disguise checks—it only means they aren’t remarkably average for the situation. A creature who has this template will fade upon leaving a dreamscape if it was applied as an Inherited template, otherwise the template itself is lifted.

Size: See Special Qualities.

Type: Its type is changed to Outsider as the dream’s essence encompasses and alters it. If applied as an acquired template, the creature also gains the Native subtype. They do not, however, gain Darkvision.

HD: See Special Qualities.

Speed: See Special Qualities.

AC: Do not change directly—see Special Qualities.

BAB: Do not change.

Attacks: Do not change.

Damage: Do not change directly—see Special Qualities.

Special Attacks: Do not change.

Special Qualities:
Exaggeration of a Dream—A creature who is particularly good at a certain task or useless at another will have this aspect exaggerated in a dreamscape. A creature with an ability modifier less than –2 subtracts an additional 1 from the modifier, and a creature with an ability modifier greater than 2 adds one. Unusually fast creatures move faster (a creature with speed > 50 adds 10 speed to their primary movement type), slow ones move slower (speed < 20 subtracts 5), tough ones are tougher (if HD are D12s, add 1 HP / HD), weak ones are weaker (if HD are D4s, subtract 1 HP / 2 HD rounded down), magical creatures are more magical (add one spell per day of a given level if a creature can already cast up to 4 spells of that level), resistant creatures are more resistant (if SR > 5, add 5 SR, if DR > 2, add 2 DR), and skilled creatures are even more so (if a creature has 8 or more ranks in a skill, +2 Competence bonus to that skill).
Fixed Age—A Dreamt creature does not advance in age, until the template is lifted.

Abilities: See Exaggeration of a Dream.

Skills: See Exaggeration of a Dream.

Feats: As normal.

Environment: Native to Dreamscapes, but Harvesters of Thought transport them to other locations for the specific purpose of employing them.

Organization: Same as the base creature.

CR: Varies. For each improvement gained from Exaggeration of a Dream, add 1 to the CR.

Treasure: As standard.

Alignment: Unchanged.

LA: 0.

Nightmarish Template
The Nightmarish template is usually applied to creatures dreamt up (literally, as in formed in Dreamscapes) that the dreamer thinks of as hostile or intimidating (and therefore qualifies as an inherited template), however, it is also applied to creatures who also satisfy these constraints that enter a Dreamscape from outside (in which case it is an acquired template). If it was applied as an acquired template, then it is lost the instant the creature leaves the Dreamscape. It may also be lost if the dreamer no longer thinks of the creature in question as hostile or intimidating, even if used as an inherited template.

Size: Increases by one.

Type: Its type is changed to Outsider as the dream’s essence encompasses and alters it. If applied as an acquired template, the creature also gains the Native subtype. They do not, however, gain Darkvision or any weapon proficiencies beyond what they normally acquire by class levels or race.

HD: The creature adds two hit points per hit die possessed.

Speed: See Special Qualities.

AC: See Special Qualities.

BAB: See Special Qualities.

Attacks: Do not change.

Damage: See Special Qualities.

Special Attacks: Do not change.

Special Qualities:
Nightmare Form: A Nightmarish creature’s form is usually darker than they are normally, but beyond that, it varies from nightmare to nightmare. When applying this template, roll 1D6.
1—Speed increases by 10 ft/round.
2—AC increases by 3.
3—BAB increases by 3.
4—Damage increases by 3.
5—The nightmare creature gains DR 5/Good.
6—Add another die and roll again. Only one die total may be added this way, and further results of 6 are rerolled.
Fixed Age—A Nightmare Form creature does not advance in age, until the template is lifted.
Freakin’ Scary—A creature who sees an idle creature with a Nightmarish template suffers from a Shaken effect for 2 rounds; if the Nightmarish creature is acting in a way hostile to others the observer can see, it is instead a Frightened effect, and if it is acting in a hostile manner to the observer herself, it is instead a Panicked effect. ‘A hostile manner’ is defined as moving towards, initiating an attack against, or otherwise acting with a loss in some way on the part of the target in mind. This effect may be reduced to Shaken with a will save of 12 + 4 x the difference in HD between the observer and the Nightmarish Creature, or ignored on a successful save with a base effect of Shaken and a passed save.

Abilities: Str +2 Dex +2 Con +2 Cha –2. A Nightmarish creature is physically more powerful than its real world equivalents, but uglier.

Skills: +4 bonus to Intimidate.

Feats: As normal.

Environment: Native to Dreamscapes, but Harvesters of Thought transport them to other locations for the specific purpose of employing them.

Organization: Same as the base creature.

CR: +2

Treasure: If an acquired template, then as standard. If an inherited template, then 1.5x normal.

Alignment: If an inherited template, then evil, and the same as the base creature on the Lawful/Chaotic scale. If an acquired template, then entirely the same as the base creature.

LA: - . A PC who comes under the effects of the Nightmarish template must have it lifted before they may proceed in levels, either by leaving the Dreamscape or persuading the Dreamer of their non-hostile nature. They still gain experience as normal.


Heroic Dream template
The Heroic Dream template is usually applied to creatures dreamt up (literally, as in formed in Dreamscapes) that the dreamer looks up to, admires, or otherwise thinks especially well of (and therefore qualifies as an inherited template), however, it is also applied to creatures who also satisfy these constraints that enter a Dreamscape from outside (in which case it is an acquired template). If it was applied as an acquired template, then it is lost the instant the creature leaves the Dreamscape. It may also be lost if the dreamer no longer thinks of the creature in question as admirable, even if used as an inherited template.
Size: Increases by one.

Type: Its type is changed to Outsider as the dream’s essence encompasses and alters it. If applied as an acquired template, the creature also gains the Native subtype. They do not, however, gain Darkvision.

HD: The creature adds one hit point per hit die possessed.

Speed: See Special Qualities.

AC: See Special Qualities.

BAB: See Special Qualities.

Attacks: Do not change.

Damage: See Special Qualities.

Special Attacks: Gain Smite Evil as Paladin, usable 3 times per day and dealing an extra amount of damage equal to the creature’s HD. If the creature already had the ability to use Smite Evil, then they gain an extra 3 uses per day and double the extra damage they deal with it. If they had Smite Good, they lose it in exchange for this Smite Evil ability—the same character cannot have both. Other Smite spells are disregarded for the purposes of this ability (Smite Chaos does not come into conflict with Smite Good, nor is Smite Good enhanced by it).

Special Qualities:
Heroic Form: A Heroic Dream creature’s form is usually brighter and more beautiful than they are normally, but beyond that, it varies from dream to dream. When applying this template, roll 1D6.
1—Add 10 to base move speed.
2—AC increases by 4.
3—BAB increases by 2.
4—Damage increases by 3.
5—The heroic creature gains DR 5/Evil.
6—Add another die and roll again. Only one die total may be added this way, and further results of 6 are rerolled.
Fixed Age—A Heroic Dream creature does not advance in age, until the template is lifted.
Inspiring—A creature with a Heroic Dream template applied ignores the fear effects caused by Nightmarish creatures, and provides a (2 x their HD) bonus to saves against the fear effects of Nightmarish Creatures if observed at the same time as the Nightmarish Creature (see the Freakin’ Scary Nightmarish Creature special quality).

Abilities: Str +2 Dex +2 Con +2 Cha +2. A Heroic creature is physically more powerful than its real world equivalents, and better looking.

Skills: +2 bonus to Diplomacy.

Feats: As normal.

Environment: Native to Dreamscapes, but a rare number of Harvesters of Thought transport them to other locations for the specific purpose of employing them.

Organization: Same as the base creature.

CR: +2

Treasure: If an acquired template, then as standard. If an inherited template, then 1.5x normal.

Alignment: If an inherited template, then good, and the same as the base creature on the Lawful/Chaotic scale. If an acquired template, then entirely the same as the base creature.

LA: - . A PC who comes under the effects of the Heroic Dream template must have it lifted before they may proceed in levels, either by leaving the Dreamscape or losing the respect of the Dreamer. They still gain experience as normal.




So, what do people think? I would like as many opinions as I can get.

Maldraugedhen
2007-04-20, 09:22 AM
Bumped like nobody's business.

I want opinions! PEACH, people, PEACH!