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View Full Version : D&D 3.x Class The Hypnotist (Hypermundane Telepath/Class in 30 minutes; PEACH)



Jormengand
2016-03-17, 06:11 PM
LevelBABFortRefWillSpecial
Overcome Wounds
1st+0+0+0+2Hypnotist Trick, Shrug Off, Resilience, Righteous Desperation
-
2nd+1+0+0+3And I Believe (1), Ascetic Trick
-
3rd+1+1+1+3Silent Mind, Hypnotist Trick
-
4th+2+1+1+4And I Believe (3), Ascetic Trick
-
5th+2+1+1+4Hypnotist Trick
-
6th+3+2+2+5Overcome Wounds, And I Believe (6), Ascetic Trick
1
7th+3+2+2+5Hypnotist Trick
1
8th+4+2+2+6And I Believe (8), Ascetic Trick
2
9th+4+3+3+6Hypnotist Tricks (2)
2
10th+5+3+3+7And I Believe (12), Ascetic Trick
3
11th+5+3+3+7Hypnotist Tricks (2)
3
12th+6/+1+4+4+8And I Believe (15), Ascetic Trick
4
13th+6/+1+4+4+8Dim Mak, Hypnotist Tricks (2)
4
14th+7/+2+4+4+9And I Believe (19), Ascetic Trick
5
15th+7/+2+5+5+9Hypnotist Tricks (2)
5
16th+8/+3+5+5+10And I Believe (23), Ascetic Trick
6
17th+8/+3+5+5+10Resilient Form, Hypnotist Tricks (3)
6
18th+9/+4+6+6+11And I Believe (27), Ascetic Trick
7
19th+9/+4+6+6+11Denial of Death, Hypnotist Tricks (3)
7
20th+10/+5+6+6+12Think Unto the Masses, And I Believe (32), Ascetic Trick
8

Alignment: Any
Hit Die: 1d8

Class Skills:
All skills except for Truespeak (Int), Use Magic Device (Cha) and Use Psionic Device (Cha) are class skills of the hypnotist.
Skill Points at 1st Level: (8 + Int modifier) × 4
Skill Points at Each Additional Level: 8 + Int modifier

Weapon and Armour Proficiency
The hypnotist is proficient with all simple weapons and with no type of armour or shields. Armour and shields hinder the hypnotist only to the usual extent of a nonproficient character, though.

Shrug Off, Resilience, Righteous Desperation, And I Believe, Ascetic Trick, Silent Mind, Overcome Wounds, Dim Mak, Resilient Form, Denial of Death
These extraordinary abilities are identical to the ascetic abilities of the same name, though only one ascetic trick per two levels is attained. Use the hypnotist's hypnotist level plus their ascetic level to qualify for them.

Hypnotist Trick (Ex)
Hypnotists have their own tricks just like ascetics do. They get a number per two levels as given on the table.

Think Unto The Masses (Ex)
At 20th level, the hypnotist can target not just one creature, but any number of creatures in range, with their tricks which target creatures.


Hypnotist Tricks

The saving throw DC against a hypnotist trick is 10+the hypnotist's level+the hypnotist's charisma modifier.

Controlling Power
You can control creatures by letting them slip into your grasp, slowly.
Prerequisites: Perform (Any) 4 ranks.
Benefit: You can fascinate people with your performances much like a bard does, but at will and indefinitely and it's extraordinary. You can also take control of one fascinated creature per round while doing this. Will negates; once to prevent fascination and once to prevent each attempt at control.

Distract
You can suddenly make a creature lose a spell they were trying to cast.
Prerequisites: Bluff or Intimidate 8 ranks.
Benefit: You can make a bluff check or an intimidate check to make a creature lose a spell as an immediate action, opposed by a concentration check. You can similarly force a concentration check for other actions that force concentration checks if the creature is damaged during them, such as speaking an utterance or manifesting a power. Using intimidate is necessarily more noisy, but provides a +2 bonus on the check.

Every Moment Waking
You can act normally while asleep.
Prerequisites: Sleepwalk, Autohypnosis 16 ranks.
Benefit: You can sleep and act normally. Creatures can still tell when you're asleep.

False World
You can convince someone that everything is unreal.
Prerequisites: Illusory Image, Bluff 14 ranks.
Benefit: You can use major image the same way you use ghost sound. Also, your frightening ability can now be used to make a creature panicked or cowering instead.

Gesture
You make a simple move with your hands or even face that conveys a lot of information
Prerequisites: Bluff 6 ranks.
Benefit: You can communicate with any one creature who can see you (or blindsight you) as though speaking without other creatures necessarily realising any communication is even taking place at all. You needn't share a common language to do this.

Hallucinatory Sound
You can make people hear things that simply aren't there.
Prerequisites: Bluff 4 ranks.
Benefit: You can make someone hear something that just isn't real, much like ghost sound but with no level limit, the ability is extraordinary, and the saving throw is for a trick.

Immortal Will
You can stay alive even after you would normally die.
Prerequisites: Autohypnosis 10 ranks.
Benefit: You can take an autohypnosis check to stabilise self even when you're on -10 or fewer hit points. If you don't beat a DC of 20, plus the number of hit points below -9 you are, you fail. If you do, you stay stable but unconscious. If you beat the DC by 10 or more, you instead stay stable and conscious (you aren't staggered or disabled).

Illusory Image
You can make people start seeing things.
Prerequisites: Hallucinatory Sound, Bluff 8 ranks.
Benefit: You can use minor image the same way you do ghost sound. Alternatively, you can cause a creature's skin to crawl, making them frightened for one round per level.

Mental Healing
You remove a condition from yourself mentally.
Prerequisites: Autohypnosis 6 ranks.
Benefit: You can Shrug Off a condition or spell effect without spending hit points, if you can make an autohypnosis check with DC equal to the hit point cost. If you fail, you can shrug off the condition normally, or let it stay and try again next round.

Memory Revision
You can alter a creature's memories
Prerequisites: Autohypnosis 8 ranks.
Benefit: You can alter your memories as a standard action at will. If you want to do this to another creature, however, you require at least 1 round per 5 minutes you want to alter. This can allow for fast teaching at the expense of memories for a willing target; otherwise will negates.

Kiai
You shout at the top of your voice, delivering a powerful shout to an enemy
Prerequisites: And I Believe class feature.
Benefit: You can, as a swift action, spend any number of belief points to deal that much sonic damage to a creature within 60 feet.

Perception Dull
You can make a creature make actions more slowly
Prerequisites: Perform (Dance) 10 ranks.
Benefit: You move a little slower, making creatures perceive time oddly. This slows (as the spell) enemies in range, though it's extraordinary and the save DC is for a trick.

Perception Sharpen
You heighten your allies' sense of time, allowing them to move faster.
Prerequisites: Perform (Dance) 10 ranks.
Benefit: You move a little faster, making creatures perceive time oddly. This hastes (as the spell) allies in range, though it's extraordinary and the save DC is for a trick (if this matters for some reason).

Read Minds
The archetypal power of telepaths is yours to command.
Prerequisites: Sense Motive 6 ranks.
Benefit: You constantly benefit from a mundane detect thoughts effect.
Special: You are immune to the effects of someone having a high intelligence score and you trying to detect their thoughts.

Sleepwalk
You can move about normally while sleeping
Prerequisites: Waking Sleep, autohypnosis 12 ranks.
Benefit: You can take a single move action each turn while asleep. Creatures can still tell you're asleep.

Smoke and Mirrors
You silently move into another location, or obscure everything around you.
Prerequisites: Sleight of Hand 8 ranks.
Benefit: You can create smoke in an area of up to 5 ft/2 levels around you, which provides concealment to creatures in the area, or 5 ft/4 levels around you which provides total concealment. Smoke clouds last one round per level. If you want to create smoke elsewhere, it's just like making a splash weapon attack.

Also, you can travel between smoke clouds without any creature realising that you ever left one or entered the other, so long as you are hidden (or totally concealed) in the first cloud (and, of course, can move that far).

Snap to Sleep
You knock a creature fast asleep
Prerequisites: None.
Benefit: You can make a creature within 30 feet fall asleep as a standard action. This lasts 5 rounds per level.

Sudden Speech
You act swiftly to deliver a trick.
Prerequisites: Any 3 hypnotist tricks.
Benefit: You can use a hypnotist trick that allows a save or a check to oppose as a swift action, but the creature gets a +10 bonus on their saving throw or check.

Swaying Dodge
You gently sway from side to side, making it gradually harder and harder for a creature to hit you.
Prerequisites: Tumble 4 ranks.
Benefit: You can make a tumble check (DC = attack roll) to move 5 feet after an attack (it will still connect if it hits unless you have another way to stop it) with no action, but you must still end your move adjacent to the creature if you were already or in their reach if you were already. If you do, you get a dodge bonus to AC against that opponent equal to the number of times you achieve this during this combat.

Sympathetic Healing
You can transfer your hypnotic remedy to another creature.
Prerequisites: Mental Healing, Autohypnosis 10 ranks.
Benefit: You can use Mental Healing on another creature within 30 feet to remove one of their effects. They must be willing.
Special: Using Autohypnosis on another creature is difficult (the clue's in the name, after all!) but you can still manage it; however, it's a standard action.

Turmoil
You can direct attacks into other people by dodging them well.
Prerequisites: Swaying Dodge, Tumble 10 ranks.
Benefit: When you dodge an attack with swaying dodge, and it actually missed you, you can make it hit a creature adjacent to either your start or finish square instead, or a creature such that you were directly between the firer and that creature in case of a ranged weapon (or weapons with unusual reach, like whips).

Waking Sleep
You can sleep while remaining alert.
Prerequisites: Autohypnosis 8 ranks.
Benefit: You can sleep without taking a penalty on spot or listen checks, and you can take purely mental actions normally, as well as talk, while asleep.

Wrack
You can make a creature slowly tear itself apart with its actions.
Prerequisites: Intimidate 8 ranks.
Benefit: You can wrack a creature with pain but must concentrate to maintain the effect and they get a will save when you use it in the first place. Each time the creature takes an action except to talk, they take a point of damage, plus the amount of damage they've already taken, in total (effectively doubling the damage each time).

You didn't see anything.
You can stop a creature seeing what is right in front of them.
Prerequisites: Hallucinatory Sound, Bluff 8 ranks.
Benefit: You can make a creature dismiss you as a hallucination or not even notice you at all. They get a will save the first time they would notice you, and a new save every time you do something loud or extremely obvious (such as setting a fire within their vision or attacking a creature they can see.



Writing that many tricks fast is HARD. My arms are on fire. Okay, critique, please?

ImperatorV
2016-03-18, 01:25 AM
Well, I love it, but don't hurt yourself writing homebrew.

Perception sharpen has a typo, it benefits enemies. You have a good mix of abilities and most of the mind manipulation stuff covered, but oddly for a telepathy class no way to communicate telepathically. Maybe not so odd for a hypermundane though.

Possible addition: alchemical items that have mind-affecting components? Fits the hypermundane crafting stuff abilities and you can be Scarecrow from Batman.

Overall, easily the most complex class in 30, and you nailed it. The concept of someone who mindgames so hard his enemies can't see him, think they are fighting winged fushia pachyderms, and are slowly forgetting vital information, is awesome.

Jormengand
2016-03-20, 04:32 PM
Added Gesture, Read Mind, Smoke and Mirrors, Distract and Immortal Will. Feel free to suggest more.